public void OnClickGoButton() { if (!connectFlag) { launch.Connect(); connectFlag = true; processingBar.SetActive(true); } }
// Update is called once per frame void Update() { Ray ray = new Ray(dive_Camera.transform.position, dive_Camera.transform.forward); RaycastHit hit; //outにするのが重要????? if (Physics.Raycast(ray, out hit)) { Cube.transform.position = hit.point; if (hit.collider.gameObject.tag == "Quad") { //Play & 入力 if (hit.collider.gameObject.name == "ray_inputcollider" ^ hit.collider.gameObject.name == "Collider_Play_Button") { GaugeTime += Time.deltaTime * 0.02f; if (hit.collider.gameObject.name == "Collider_Play_Button") { Gauge_Play.rectTransform.localPosition = Vector3.Lerp(Gauge_Play.rectTransform.localPosition, new Vector3(1, 0, 0), GaugeTime / 2); if (Gauge_Play.rectTransform.localPosition.x >= 0) { LauncherScript L = _LauncherObject.GetComponent <LauncherScript>(); L.Connect(); } } else { Gauge_Play.rectTransform.localPosition = firstPlay_GaugePosition; } if (hit.collider.gameObject.name == "ray_inputcollider") { Gauge.rectTransform.localPosition = Vector3.Lerp(Gauge.rectTransform.localPosition, new Vector3(1, 0, 0), GaugeTime); if (Gauge.rectTransform.localPosition.x >= EndPositionX) { Panels.SetActive(true); } } else { Gauge.rectTransform.localPosition = firstGaugePosition; } } else { GaugeTime = 0; Gauge.rectTransform.localPosition = firstGaugePosition; Gauge_Play.rectTransform.localPosition = firstGaugePosition; } if (hit.collider.gameObject.name == "Collider_あ") { //_panels[0].SetActive(false); _panels[1].SetActive(false); _panels[2].SetActive(false); _panels[3].SetActive(false); _panels[4].SetActive(false); _panels[5].SetActive(false); _panels[6].SetActive(false); _panels[7].SetActive(false); _panels[8].SetActive(false); _panels[9].SetActive(false); _panels[10].SetActive(false); _panels[11].SetActive(false); gaugeTime += Time.deltaTime * 2f; Gauge_Y[0].rectTransform.localPosition = Vector3.Lerp(Gauge_Y[0].rectTransform.localPosition, new Vector3(10, 0, 0), gaugeTime); if (Gauge_Y[0].rectTransform.localPosition.x >= endPositionX) { _panels[0].SetActive(true); gaugetime += Time.deltaTime * 2f; Gauge_R[0].rectTransform.localPosition = Vector3.Lerp(Gauge_R[0].rectTransform.localPosition, new Vector3(5, 0, 0), gaugetime); if (Gauge_R[0].rectTransform.localPosition.x >= endPositionX) { addText("あ"); gaugetime = 0; Gauge_R[0].rectTransform.localPosition = firstgaugeposition; Gauge_Y[0].rectTransform.localPosition = firstgaugeposition; return; } else { } } else { gaugetime = 0; Gauge_R[0].rectTransform.localPosition = firstgaugeposition; } } else { gaugetime = 0; Gauge_R[0].rectTransform.localPosition = firstgaugeposition; Gauge_Y[0].rectTransform.localPosition = firstgaugeposition; } if (hit.collider.gameObject.name == "Collider_か") { _panels[0].SetActive(false); //_panels[1].SetActive(false); _panels[2].SetActive(false); _panels[3].SetActive(false); _panels[4].SetActive(false); _panels[5].SetActive(false); _panels[6].SetActive(false); _panels[7].SetActive(false); _panels[8].SetActive(false); _panels[9].SetActive(false); _panels[10].SetActive(false); _panels[11].SetActive(false); gaugeTime += Time.deltaTime * 2f; Gauge_Y[1].rectTransform.localPosition = Vector3.Lerp(Gauge_Y[1].rectTransform.localPosition, new Vector3(10, 0, 0), gaugeTime); if (Gauge_Y[1].rectTransform.localPosition.x >= endPositionX) { _panels[1].SetActive(true); gaugetime += Time.deltaTime * 2f; Gauge_R[1].rectTransform.localPosition = Vector3.Lerp(Gauge_R[1].rectTransform.localPosition, new Vector3(5, 0, 0), gaugetime); if (Gauge_R[1].rectTransform.localPosition.x >= endPositionX) { print("kaka"); addText("か"); gaugetime = 0; Gauge_R[1].rectTransform.localPosition = firstgaugeposition; Gauge_Y[1].rectTransform.localPosition = firstgaugeposition; return; } else { } } else { gaugetime = 0; Gauge_R[1].rectTransform.localPosition = firstgaugeposition; } } else { gaugetime = 0; Gauge_R[1].rectTransform.localPosition = firstgaugeposition; Gauge_Y[1].rectTransform.localPosition = firstgaugeposition; } if (hit.collider.gameObject.name == "Collider_さ") { _panels[0].SetActive(false); _panels[1].SetActive(false); //_panels[2].SetActive(false); _panels[3].SetActive(false); _panels[4].SetActive(false); _panels[5].SetActive(false); _panels[6].SetActive(false); _panels[7].SetActive(false); _panels[8].SetActive(false); _panels[9].SetActive(false); _panels[10].SetActive(false); _panels[11].SetActive(false); gaugeTime += Time.deltaTime * 2f; Gauge_Y[2].rectTransform.localPosition = Vector3.Lerp(Gauge_Y[2].rectTransform.localPosition, new Vector3(10, 0, 0), gaugeTime); if (Gauge_Y[2].rectTransform.localPosition.x >= endPositionX) { _panels[2].SetActive(true); gaugetime += Time.deltaTime * 2f; Gauge_R[2].rectTransform.localPosition = Vector3.Lerp(Gauge_R[2].rectTransform.localPosition, new Vector3(5, 0, 0), gaugetime); if (Gauge_R[2].rectTransform.localPosition.x >= endPositionX) { addText("さ"); gaugetime = 0; Gauge_R[2].rectTransform.localPosition = firstgaugeposition; Gauge_Y[2].rectTransform.localPosition = firstgaugeposition; return; } else { } } else { gaugetime = 0; Gauge_R[2].rectTransform.localPosition = firstgaugeposition; } } else { gaugetime = 0; Gauge_R[2].rectTransform.localPosition = firstgaugeposition; Gauge_Y[2].rectTransform.localPosition = firstgaugeposition; } if (hit.collider.gameObject.name == "Collider_た") { _panels[0].SetActive(false); _panels[1].SetActive(false); _panels[2].SetActive(false); //_panels[3].SetActive(false); _panels[4].SetActive(false); _panels[5].SetActive(false); _panels[6].SetActive(false); _panels[7].SetActive(false); _panels[8].SetActive(false); _panels[9].SetActive(false); _panels[10].SetActive(false); _panels[11].SetActive(false); gaugeTime += Time.deltaTime * 2f; Gauge_Y[3].rectTransform.localPosition = Vector3.Lerp(Gauge_Y[3].rectTransform.localPosition, new Vector3(10, 0, 0), gaugeTime); if (Gauge_Y[3].rectTransform.localPosition.x >= endPositionX) { _panels[3].SetActive(true); gaugetime += Time.deltaTime * 2f; Gauge_R[3].rectTransform.localPosition = Vector3.Lerp(Gauge_R[3].rectTransform.localPosition, new Vector3(5, 0, 0), gaugetime); if (Gauge_R[3].rectTransform.localPosition.x >= endPositionX) { addText("た"); gaugetime = 0; Gauge_R[3].rectTransform.localPosition = firstgaugeposition; Gauge_Y[3].rectTransform.localPosition = firstgaugeposition; return; } else { } } else { gaugetime = 0; Gauge_R[3].rectTransform.localPosition = firstgaugeposition; } } else { gaugetime = 0; Gauge_R[3].rectTransform.localPosition = firstgaugeposition; Gauge_Y[3].rectTransform.localPosition = firstgaugeposition; } if (hit.collider.gameObject.name == "Collider_な") { _panels[0].SetActive(false); _panels[1].SetActive(false); _panels[2].SetActive(false); _panels[3].SetActive(false); //_panels[4].SetActive(false); _panels[5].SetActive(false); _panels[6].SetActive(false); _panels[7].SetActive(false); _panels[8].SetActive(false); _panels[9].SetActive(false); _panels[10].SetActive(false); _panels[11].SetActive(false); gaugeTime += Time.deltaTime * 2f; Gauge_Y[4].rectTransform.localPosition = Vector3.Lerp(Gauge_Y[4].rectTransform.localPosition, new Vector3(10, 0, 0), gaugeTime); if (Gauge_Y[4].rectTransform.localPosition.x >= endPositionX) { _panels[4].SetActive(true); gaugetime += Time.deltaTime * 2f; Gauge_R[4].rectTransform.localPosition = Vector3.Lerp(Gauge_R[4].rectTransform.localPosition, new Vector3(5, 0, 0), gaugetime); if (Gauge_R[4].rectTransform.localPosition.x >= endPositionX) { addText("な"); gaugetime = 0; Gauge_R[4].rectTransform.localPosition = firstgaugeposition; Gauge_Y[4].rectTransform.localPosition = firstgaugeposition; return; } else { } } else { gaugetime = 0; Gauge_R[4].rectTransform.localPosition = firstgaugeposition; } } else { gaugetime = 0; Gauge_R[4].rectTransform.localPosition = firstgaugeposition; Gauge_Y[4].rectTransform.localPosition = firstgaugeposition; } if (hit.collider.gameObject.name == "Collider_は") { n = 5; _panels[0].SetActive(false); _panels[1].SetActive(false); _panels[2].SetActive(false); _panels[3].SetActive(false); _panels[4].SetActive(false); //_panels[5].SetActive(false); _panels[6].SetActive(false); _panels[7].SetActive(false); _panels[8].SetActive(false); _panels[9].SetActive(false); _panels[10].SetActive(false); _panels[11].SetActive(false); gaugeTime += Time.deltaTime * 2f; Gauge_Y[n].rectTransform.localPosition = Vector3.Lerp(Gauge_Y[n].rectTransform.localPosition, new Vector3(10, 0, 0), gaugeTime); if (Gauge_Y[n].rectTransform.localPosition.x >= endPositionX) { _panels[n].SetActive(true); gaugetime += Time.deltaTime * 2f; Gauge_R[n].rectTransform.localPosition = Vector3.Lerp(Gauge_R[n].rectTransform.localPosition, new Vector3(5, 0, 0), gaugetime); if (Gauge_R[n].rectTransform.localPosition.x >= endPositionX) { addText("は"); gaugetime = 0; Gauge_R[n].rectTransform.localPosition = firstgaugeposition; Gauge_Y[n].rectTransform.localPosition = firstgaugeposition; return; } else { } } else { gaugetime = 0; Gauge_R[n].rectTransform.localPosition = firstgaugeposition; } } else { gaugetime = 0; Gauge_R[5].rectTransform.localPosition = firstgaugeposition; Gauge_Y[5].rectTransform.localPosition = firstgaugeposition; } if (hit.collider.gameObject.name == "Collider_ま") { n = 6; _panels[0].SetActive(false); _panels[1].SetActive(false); _panels[2].SetActive(false); _panels[3].SetActive(false); _panels[4].SetActive(false); _panels[5].SetActive(false); //_panels[6].SetActive(false); _panels[7].SetActive(false); _panels[8].SetActive(false); _panels[9].SetActive(false); _panels[10].SetActive(false); _panels[11].SetActive(false); gaugeTime += Time.deltaTime * 2f; Gauge_Y[n].rectTransform.localPosition = Vector3.Lerp(Gauge_Y[n].rectTransform.localPosition, new Vector3(10, 0, 0), gaugeTime); if (Gauge_Y[n].rectTransform.localPosition.x >= endPositionX) { _panels[n].SetActive(true); gaugetime += Time.deltaTime * 2f; Gauge_R[n].rectTransform.localPosition = Vector3.Lerp(Gauge_R[n].rectTransform.localPosition, new Vector3(5, 0, 0), gaugetime); if (Gauge_R[n].rectTransform.localPosition.x >= endPositionX) { addText("ま"); gaugetime = 0; Gauge_R[n].rectTransform.localPosition = firstgaugeposition; Gauge_Y[n].rectTransform.localPosition = firstgaugeposition; return; } else { } } else { gaugetime = 0; Gauge_R[n].rectTransform.localPosition = firstgaugeposition; } } else { gaugetime = 0; Gauge_R[6].rectTransform.localPosition = firstgaugeposition; Gauge_Y[6].rectTransform.localPosition = firstgaugeposition; } if (hit.collider.gameObject.name == "Collider_や") { n = 7; _panels[0].SetActive(false); _panels[1].SetActive(false); _panels[2].SetActive(false); _panels[3].SetActive(false); _panels[4].SetActive(false); _panels[5].SetActive(false); _panels[6].SetActive(false); //_panels[7].SetActive(false); _panels[8].SetActive(false); _panels[9].SetActive(false); _panels[10].SetActive(false); _panels[11].SetActive(false); gaugeTime += Time.deltaTime * 2f; Gauge_Y[n].rectTransform.localPosition = Vector3.Lerp(Gauge_Y[n].rectTransform.localPosition, new Vector3(10, 0, 0), gaugeTime); if (Gauge_Y[n].rectTransform.localPosition.x >= endPositionX) { _panels[n].SetActive(true); gaugetime += Time.deltaTime * 2f; Gauge_R[n].rectTransform.localPosition = Vector3.Lerp(Gauge_R[n].rectTransform.localPosition, new Vector3(5, 0, 0), gaugetime); if (Gauge_R[n].rectTransform.localPosition.x >= endPositionX) { addText("や"); gaugetime = 0; Gauge_R[n].rectTransform.localPosition = firstgaugeposition; Gauge_Y[n].rectTransform.localPosition = firstgaugeposition; return; } else { } } else { gaugetime = 0; Gauge_R[n].rectTransform.localPosition = firstgaugeposition; } } else { gaugetime = 0; Gauge_R[7].rectTransform.localPosition = firstgaugeposition; Gauge_Y[7].rectTransform.localPosition = firstgaugeposition; } if (hit.collider.gameObject.name == "Collider_ら") { n = 8; _panels[0].SetActive(false); _panels[1].SetActive(false); _panels[2].SetActive(false); _panels[3].SetActive(false); _panels[4].SetActive(false); _panels[5].SetActive(false); _panels[6].SetActive(false); _panels[7].SetActive(false); //_panels[8].SetActive(false); _panels[9].SetActive(false); _panels[10].SetActive(false); _panels[11].SetActive(false); gaugeTime += Time.deltaTime * 2f; Gauge_Y[n].rectTransform.localPosition = Vector3.Lerp(Gauge_Y[n].rectTransform.localPosition, new Vector3(10, 0, 0), gaugeTime); if (Gauge_Y[n].rectTransform.localPosition.x >= endPositionX) { _panels[n].SetActive(true); gaugetime += Time.deltaTime * 2f; Gauge_R[n].rectTransform.localPosition = Vector3.Lerp(Gauge_R[n].rectTransform.localPosition, new Vector3(5, 0, 0), gaugetime); if (Gauge_R[n].rectTransform.localPosition.x >= endPositionX) { addText("ら"); gaugetime = 0; Gauge_R[n].rectTransform.localPosition = firstgaugeposition; Gauge_Y[n].rectTransform.localPosition = firstgaugeposition; return; } else { } } else { gaugetime = 0; Gauge_R[n].rectTransform.localPosition = firstgaugeposition; } } else { gaugetime = 0; Gauge_R[8].rectTransform.localPosition = firstgaugeposition; Gauge_Y[8].rectTransform.localPosition = firstgaugeposition; } if (hit.collider.gameObject.name == "Collider_わ") { n = 9; _panels[0].SetActive(false); _panels[1].SetActive(false); _panels[2].SetActive(false); _panels[3].SetActive(false); _panels[4].SetActive(false); _panels[5].SetActive(false); _panels[6].SetActive(false); _panels[7].SetActive(false); _panels[8].SetActive(false); //_panels[9].SetActive(false); _panels[10].SetActive(false); _panels[11].SetActive(false); gaugeTime += Time.deltaTime * 2f; Gauge_Y[n].rectTransform.localPosition = Vector3.Lerp(Gauge_Y[n].rectTransform.localPosition, new Vector3(10, 0, 0), gaugeTime); if (Gauge_Y[n].rectTransform.localPosition.x >= endPositionX) { _panels[n].SetActive(true); gaugetime += Time.deltaTime * 2f; Gauge_R[n].rectTransform.localPosition = Vector3.Lerp(Gauge_R[n].rectTransform.localPosition, new Vector3(5, 0, 0), gaugetime); if (Gauge_R[n].rectTransform.localPosition.x >= endPositionX) { addText("わ"); gaugetime = 0; Gauge_R[n].rectTransform.localPosition = firstgaugeposition; Gauge_Y[n].rectTransform.localPosition = firstgaugeposition; return; } else { } } else { gaugetime = 0; Gauge_R[n].rectTransform.localPosition = firstgaugeposition; } } else { gaugetime = 0; Gauge_R[9].rectTransform.localPosition = firstgaugeposition; Gauge_Y[9].rectTransform.localPosition = firstgaugeposition; } } if (hit.collider.gameObject.tag == "Quad1") { print("Quad1"); _parent = hit.collider.transform.parent; _child0 = _parent.transform.GetChild(0); _child1 = _parent.transform.GetChild(1); _g_Time += Time.deltaTime * 0.1f; _child0.localPosition = Vector3.Lerp(_child0.localPosition, new Vector3(1, 0, 0), _g_Time); if (_child0.localPosition.x >= 0) { //string NAME = hit.collider.gameObject.name; _name = _child1.gameObject.GetComponent <Text>(); NAME = _name.text; addText(NAME); _g_Time = 0; _child0.localPosition = new Vector3(-50, 0, 0); } } else { _g_Time = 0; _child0.localPosition = new Vector3(-50, 0, 0); } } }