public void OnClickButton() { //プレイヤが動いていないときだけボタンを押せる if (!BoardMaster.is_moving) { BoardMaster.getInstance().UpdateGame(id); } }
private IEnumerator move(int count, GameObject player) { //is_movingがtrueの間はボタンを押しても意味がなくなる BoardMaster.is_moving = true; int dir = 1; for (int i = 0; i < count; i++) { //ゴール超えて進むようなら逆戻り if (player.transform.position.x > BoardMaster.getInstance().getfinishPoint() - 0.5f) { dir = -1; } Vector3 pos = player.transform.position; pos.x += dir * 1.5f; player.transform.position = pos; //プレイヤ0のときだけカメラを動かす if (player.gameObject.tag == "0") { GameObject.Find("Main Camera").transform.position = new Vector3(player.transform.position.x + 15, 25.5f, -6); } yield return(new WaitForSeconds(0.5f)); } //振り出しに戻るマスの効果 if (player.transform.position.x == BoardMaster.BackStage * 1.5f) { Vector3 pos = player.transform.position; pos.x = 0; player.transform.position = pos; //プレイヤ0のときだけカメラを動かす if (player.gameObject.tag == "0") { GameObject.Find("Main Camera").transform.position = new Vector3(player.transform.position.x + 15, 25.5f, -6); } } //ゴールマスにピッタリ止まる if (player.transform.position.x > BoardMaster.getInstance().getfinishPoint() - 0.5f) { BoardMaster.getInstance().finish(); } //動き終わったことを示す textcontroller.addText("finish move\n"); BoardMaster.is_moving = false; }