void Start() { state = MESSAGE_STATE.HIDE; transform.localPosition = appearStartPos; scoreManager = GameObject.Find("ScoreManager").GetComponent <ScoreManager>(); }
private void DisappearMessage() { appearCounter += Time.deltaTime; if (appearCounter >= AppearTime) { state = MESSAGE_STATE.HIDE; transform.localScale = Vector3.zero; appearCounter = 0f; } else { // Inbackで退場させる float scale = Easing.InBack(appearCounter, AppearTime, 0.0f, 1.0f, 0.8f); transform.localScale = new Vector3(scale, scale, scale); } }
/// <summary> /// メッセージの出現開始 /// </summary> public void StartAppearMessage() { state = MESSAGE_STATE.APPEAR; UserDataRecord record = default; // 現在の難易度を見てどのオブジェクトを有効化するかを変える if (playerData.data.TryGetValue(PlayerDataName.SELECTED_DIFFICULT, out record)) { switch (record.Value) { case DifficultName.EASY: normalReleaseText.SetActive(true); break; case DifficultName.NORMAL: hardReleaseText.SetActive(true); break; case DifficultName.HARD: veryhardReleaseText.SetActive(true); break; default: break; } } }
private void AppearMessage() { appearCounter += Time.deltaTime; if (appearCounter >= AppearTime) { state = MESSAGE_STATE.WAIT; transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); transform.localPosition = appearGoalPos; appearCounter = 0f; } else { // outbackで出現させる float scale = Easing.OutBack(appearCounter, AppearTime, 1.0f, 0.0f, 0.8f); transform.localScale = new Vector3(scale, scale, scale); // 少しずつ移動する float positionX = Easing.OutCubic(appearCounter, AppearTime, appearGoalPos.x, appearStartPos.x); float positionY = Easing.OutCubic(appearCounter, AppearTime, appearGoalPos.y, appearStartPos.y); transform.localPosition = new Vector3(positionX, positionY); } }
/// <summary> /// メッセージの消失処理開始 /// </summary> public void ExitMessage() { state = MESSAGE_STATE.DISAPPEAR; }