// Update is called once per frame void Update() { //SHOW MOVE if (MovieOn) { // print(Math.Round(Time.time - PlayTime, 1)); if (Math.Round(Time.time - PlayTime, 1) == 1.2) { showPicture('A'); print("inshowA"); } if (Math.Round(Time.time - PlayTime, 1) == 3.3) { showPicture('D'); print("inshowD"); } } if ((Time.time - KKKEEP) > 1.0f && tempkeep) { showcount = 0; playercount = 0; cantouch = false; tempkeep = false; } //SHOW WIN if (KK && counti < WINNUM && counti >= 0) { WIN[counti].SetActive(true); Text.text = "counti" + counti; } else if (counti == WINNUM) { SceneManager.LoadScene("G2End", LoadSceneMode.Single); } #region if cantouch if (cantouch) { if (currentlevel == 0) { if (!nowplaying) { PlayAnimation(); winwintime = Time.time; nowplaying = true; } else if (Time.time - winwintime > 4.8 && currentlevel == 0) { Da.SetActive(false); Db.SetActive(false); Dc.SetActive(false); Dd.SetActive(false); De.SetActive(false); Hand.SetActive(false); currentlevel++; showcount = 0; cantouch = false; playercount = 0; Last = 'F'; } } else { // print("level up!"); if ((A && Last != 'A') || Input.GetKeyDown(KeyCode.A)) { Last = 'A'; PlayLightBall(1); } else if ((B && Last != 'B') || Input.GetKeyDown(KeyCode.B)) { Last = 'B'; PlayLightBall(2); } else if ((C && Last != 'C') || Input.GetKeyDown(KeyCode.C)) { Last = 'C'; PlayLightBall(3); } else if ((D && Last != 'D') || Input.GetKeyDown(KeyCode.D)) { Last = 'D'; PlayLightBall(4); } else if ((E && Last != 'E') || Input.GetKeyDown(KeyCode.E)) { Last = 'E'; PlayLightBall(5); } //else if (!A && !B && !C && !D && !E) //{ // showPicture('N'); //} } // print(Last); //實際測試要記得打開,要記得調Timer設定 } #endregion }
//int frameRate = 250; // Use this for initialization void Start() { // Time.captureFramerate = frameRate; Time.fixedDeltaTime = 1.0f; Pa.SetActive(false); Pb.SetActive(false); Pc.SetActive(false); Pd.SetActive(false); Pe.SetActive(false); Pwin.SetActive(false); Pnon.SetActive(true); Pwrong.SetActive(false); Pnext.SetActive(false); Pnext1.SetActive(false); NEXTL.SetActive(false); animatorhand = Hand.GetComponent <Animator>(); //print(animatorhand.GetInstanceID ()); La.SetActive(false); Ld.SetActive(false); Da.SetActive(false); Db.SetActive(false); Dc.SetActive(false); Dd.SetActive(false); De.SetActive(false); Hand.SetActive(false); whichF = 0; nowKeep = 0; showcount = 0; playercount = 0; currentlevel = 0; Last = 'F'; nowplaying = false; int temptnum; #region random System.Random randNum = new System.Random(); for (int i = 0; i < flowerlight_L0.Length;) { temptnum = randNum.Next(Min, Max); if (i == 0) { flowerlight_L0[i] = 0; i++; } else if (i == 1) { flowerlight_L0[i] = 1; i++; } else if (i == 2) { flowerlight_L0[i] = 4; i++; } } for (int i = 0; i < flowerlight_L1.Length;) { temptnum = randNum.Next(Min, Max); if (i == 0) { flowerlight_L1[i] = 0; i++; } else if (temptnum != flowerlight_L1[i - 1]) { flowerlight_L1[i] = temptnum; i++; } } for (int i = 0; i < flowerlight_L2.Length;) { temptnum = randNum.Next(Min, Max); if (i == 0) { flowerlight_L2[i] = 0; i++; } else if (temptnum != flowerlight_L2[i - 1]) { flowerlight_L2[i] = temptnum; i++; } } for (int i = 0; i < flowerlight_L3.Length;) { temptnum = randNum.Next(Min, Max); if (i == 0) { flowerlight_L3[i] = 0; i++; } else if (temptnum != flowerlight_L3[i - 1]) { flowerlight_L3[i] = temptnum; i++; } } #endregion cantouch = false; tempkeep = false; #region show WIN for (int i = 0; i < WINNUM; i++) { WIN[i].SetActive(false); } KK = false; #endregion }
void PlayAnimation() { Da.SetActive(true); Db.SetActive(true); Dc.SetActive(true); Dd.SetActive(true); De.SetActive(true); Hand.SetActive(true); PlayTime = Time.time; MovieOn = true; }