// Update is called once per frame void Update() { _GestureManager = GestureManager.GetComponent <GestureManager>(); _BodyManager = BodySourceManager.GetComponent <BodySourceManager>(); _ColorBodyView = BodySourceManager.GetComponent <ColorBodySourceView>(); if (_GestureManager == null || _ColorBodyView == null || _BodyManager == null) { return; } if (_MainCamera == null) { _MainCamera = GameObject.Find("ConvertCamera").GetComponent <Camera>(); } if (!_IsRegMethod) { Debug.Log("REG"); _GestureManager.GestureDetected += _GestureManager_GestureDetected; _IsRegMethod = true; } foreach (GameObject body in _ColorBodyView.GetBodies()) { AddingTrailRendererToBody(body); } // EffekseerHandle eh = EffekseerSystem.PlayEffect(_EffectNames[2], _ColorBodyView.GetBodies()[0].transform.Find(JointType.HandLeft.ToString()).transform.position); var floorPlane = _BodyManager.FloorClipPlane; var comp = Quaternion.FromToRotation(new Vector3(floorPlane.X, floorPlane.Y, floorPlane.Z), Vector3.left); eh.SetRotation(_BodyManager.GetData()[0].JointOrientations[JointType.HandLeft].Orientation.ToQuaternion(comp)); }
private void OnTriggerEnter2D(Collider2D collision) { // アイテムを取ったらスコア加算をする if (collision.gameObject.tag == "Item") { ItemEffect item = collision.gameObject.GetComponent <ItemEffect>(); scoreManager.AddScore(item.score); sweetGetCount++; // エフェクトの取得 EffekseerHandle handle = default; // ボーナス中かどうかで取得した時のエフェクトを変更する if (gameMainManager.CoinGetRate > 1.0f) { handle = EffekseerSystem.PlayEffect(heartShineEffect, transform.position); SoundManager.Instance.PlaySE("Heart_Shine"); } else { handle = EffekseerSystem.PlayEffect(heartEffect, transform.position); SoundManager.Instance.PlaySE("Heart"); } // エフェクトを更新で追従させるためにリストにいれる heartEffectList.Add(handle); } }
private void OnTriggerEnter2D(Collider2D collision) { if (!isAngry) { if (collision.tag == "Player") { isAngry = true; // 店員の色を変える Color color = sprite.color; color.b = 0.5f; color.g = 0.5f; sprite.color = color; // 怒りエフェクトを再生 effectHandle = EffekseerSystem.PlayEffect(effect, this.transform.position); // 怒り音を再生 SoundManager.Instance.PlaySE("Angry"); // 時間減算UIを表示 GameObject obj = Instantiate(MinusTimeUIObject, CanvasObject.transform); obj.transform.position = RectTransformUtility.WorldToScreenPoint(cameraObject, this.transform.position); obj.GetComponent <TextMeshProUGUI>().text = (-MinusTime).ToString(); //チュートリアルの変更 m_TutrialManager.TutrialChange(m_StateID); batumage.StartDisplay(); } } }
private void PlayEffect() { if (!String.IsNullOrEmpty(effectName) && emitterObject) { effectHandle = EffekseerSystem.PlayEffect(effectName, emitterObject.transform.position); } }
/// <summary> /// 解放エフェクトの開始 /// </summary> public void StartReleaseEffect() { float size = cameraController.GetScreenRight() - cameraController.GetScreenLeft(); size = size / 5.0f; // エフェクト再生(画面の中心から1/5の位置に出す) releaseEffectHandle = EffekseerSystem.PlayEffect(releaseEffect, new Vector3(-size, 0f)); SoundManager.Instance.PlaySE("Release"); }
private void OnTriggerEnter2D(Collider2D collision) { // アイテムを取ったら if (collision.gameObject.tag == "Item") { ItemEffect item = collision.gameObject.GetComponent <ItemEffect>(); // エフェクトの取得 EffekseerHandle handle = EffekseerSystem.PlayEffect(heartEffect, transform.position); SoundManager.Instance.PlaySE("Heart"); // エフェクトを更新で追従させるためにリストにいれる heartEffectList.Add(handle); } }