コード例 #1
0
    IEnumerator CountScore()
    {
        data = BetweenScenePass.instance;

        yield return(new WaitUntil(() => data != null));

        DistributeScoreByCharacter();
    }
コード例 #2
0
    private void Start()
    {
        if (gameData == null)
        {
            gameData = BetweenScenePass.instance;
        }

        ringParent.SetActive(!gameData.GamesPlayed[game]);
    }
コード例 #3
0
    public void ConfirmPlay()
    {
        BetweenScenePass      data = BetweenScenePass.instance;
        CharacterIdController selecterCharacterCustom = selectedCharacter.GetComponent <CharacterIdController>();

        phrasePanel.SetActive(false);
        nextButton.SetActive(false);
        prevButton.SetActive(false);
        playButton.SetActive(false);
        characters.SetActive(false);
        levelNPCs.transform.position = new Vector3(levelNPCs.transform.position.x, 0, levelNPCs.transform.position.z);
        trackCamera.SetActive(false);

        int selectedCharId = selecterCharacterCustom.CharacterId;

        data.PlayerCharacterId = selectedCharId;

        GameObject selectedNPC = null;

        for (int i = 0; i < npcList.Count; i++)
        {
            if (npcList[i].GetComponent <CharacterIdController>().CharacterId == selectedCharId)
            {
                selectedNPC = npcList[i];
            }
            else
            {
                data.NpcCharacterId.Add(npcList[i].GetComponent <CharacterIdController>().CharacterId);
            }
        }

        player.GetComponent <MenuPlayerMovement>().anim = player.GetComponent <CharacterIdController>().SetPlayerCustom();


        player.transform.position = new Vector3(selectedNPC.transform.position.x, 1.08f, selectedNPC.transform.position.z);
        player.transform.rotation = selectedNPC.transform.rotation;

        selectedNPC.SetActive(false);

        player.SetActive(true);


        cam.SetActive(true);


        gameObject.SetActive(false);
    }
コード例 #4
0
ファイル: ScoreCounter.cs プロジェクト: Nenrei/mediepals
    IEnumerator StartScoreCount()
    {
        BetweenScenePass data = BetweenScenePass.instance;

        yield return(new WaitUntil(() => data != null));

        for (int i = 0; i < data.CharacterScore[BetweenScenePass.Games.Swords].Count; i++)
        {
            scorePoints[i] += data.CharacterScore[BetweenScenePass.Games.Swords][i];
        }
        for (int i = 0; i < data.CharacterScore[BetweenScenePass.Games.Sacks].Count; i++)
        {
            scorePoints[i] += data.CharacterScore[BetweenScenePass.Games.Sacks][i];
        }
        for (int i = 0; i < data.CharacterScore[BetweenScenePass.Games.Chairs].Count; i++)
        {
            scorePoints[i] += data.CharacterScore[BetweenScenePass.Games.Chairs][i];
        }
        for (int i = 0; i < data.CharacterScore[BetweenScenePass.Games.Jousting].Count; i++)
        {
            scorePoints[i] += data.CharacterScore[BetweenScenePass.Games.Jousting][i];
        }
        for (int i = 0; i < data.CharacterScore[BetweenScenePass.Games.Baloons].Count; i++)
        {
            scorePoints[i] += data.CharacterScore[BetweenScenePass.Games.Baloons][i];
        }

        for (int i = 0; i < 6; i++)
        {
            for (int j = 0; j < scorePoints[i]; j++)
            {
                if (scores[i].transform.childCount >= j)
                {
                    scores[i].transform.GetChild(j).gameObject.SetActive(true);
                }
            }
        }
    }
コード例 #5
0
    // Start is called before the first frame update
    void Start()
    {
        BetweenScenePass data = BetweenScenePass.instance;
        int npcCount          = npcs.Count;

        if (data && data.NpcCharacterId.Count > 0)
        {
            data.NpcCharacterId.Sort((a, b) => 1 - 2 * Random.Range(0, 1));

            for (int i = 0; i < data.NpcCharacterId.Count; i++)
            {
                Animator modelAnim = npcs[i].ActivateModel(data.NpcCharacterId[i]);

                if (SceneManager.GetActiveScene().name == "Sillas")
                {
                    npcs[i].gameObject.GetComponent <ChairsEnemyController>().anim = modelAnim;
                }

                if (SceneManager.GetActiveScene().name == "CarreraSacos")
                {
                    npcs[i].gameObject.GetComponent <SaltosSacosController>().anim = modelAnim;
                }

                if (SceneManager.GetActiveScene().name == "Justa")
                {
                    if (npcs[i].gameObject.GetComponent <JustaPlayerController>())
                    {
                        npcs[i].gameObject.GetComponent <JustaPlayerController>().anim = modelAnim;
                    }

                    if (!npcs[i].gameObject.CompareTag("Enemy"))
                    {
                        npcs[i].DanceDance(Random.Range(0, 5));
                    }
                }
            }
        }
        else
        {
            for (int i = 0; i < npcCount; i++)
            {
                Animator modelAnim = npcs[i].ActivateModel(i);

                if (SceneManager.GetActiveScene().name == "Sillas")
                {
                    npcs[i].gameObject.GetComponent <ChairsEnemyController>().anim = modelAnim;
                }

                if (SceneManager.GetActiveScene().name == "CarreraSacos")
                {
                    npcs[i].gameObject.GetComponent <SaltosSacosController>().anim = modelAnim;
                }

                if (SceneManager.GetActiveScene().name == "Justa")
                {
                    if (npcs[i].gameObject.GetComponent <JustaPlayerController>())
                    {
                        npcs[i].gameObject.GetComponent <JustaPlayerController>().anim = modelAnim;
                    }

                    if (!npcs[i].gameObject.CompareTag("Enemy"))
                    {
                        npcs[i].DanceDance(Random.Range(0, 5));
                    }
                }
            }
        }
    }