コード例 #1
0
 // Update is called once per frame
 void Update()
 {
     if (modeManager == null)
     {
         return;
     }
     //火が付く条件
     if (modeManager.NowOutMode() == Osha1 && ignitStatus.GetIgnit() || modeManager.NowOutMode() == Osha2 && ignitStatus.GetIgnit())
     {
         //着火してる時に
         //外周部が0度の時   1
         //外周部が90度の時  2
         //外周部が180度の時 3
         //外周部が-90度の時 4
         if (modeManager.NowInMode() == Isha1 && ignitStatus.GetIgnit() || modeManager.NowInMode() == Isha2 && ignitStatus.GetIgnit())
         {
             GetComponent <Renderer>().material = flameMat;
             ignitStatus.SetIgnit(true);
         }
     }
 }
コード例 #2
0
    // Update is called once per frame
    void Update()
    {
        if (modeManager == null)
        {
            return;
        }
        before_mode = mode;
        mode        = modeManager.NowOutMode();

        if (before_mode != mode)
        {
            TargetRotate(modeManager.GetRight1Left2());
        }
        ChangeRotate();
    }
コード例 #3
0
    // Update is called once per frame
    void Update()
    {
        //着いてるべきところが着いているか
        for (int i = 0; i < FirePedestals.Count; i++)
        {
            if (!FirePedestals[i].GetIgnit() || FireSizeList[i] != FirePedestals[i].GetFireSize())
            {
                ClearCanvas.SetActive(false);
                return;
            }
        }

        //消えてるべきところが消えてるか
        for (int i = 0; i < ClearPedestals.Count; i++)
        {
            if (ClearPedestals[i].GetIgnit())
            {
                ClearCanvas.SetActive(false);
                return;
            }
        }

        //外のクリアの設定
        int clear = modeManager.NowInMode() + clearNum;

        if (clear > 4)
        {
            clear -= 4;
        }
        //内外のクリアの判定
        switch (modeManager.NowInMode())
        {
        case 1:
            if (modeManager.NowOutMode() != clear)
            {
                ClearCanvas.SetActive(false);
                return;
            }
            break;

        case 2:
            if (modeManager.NowOutMode() != clear)
            {
                ClearCanvas.SetActive(false);
                return;
            }
            break;

        case 3:
            if (modeManager.NowOutMode() != clear)
            {
                ClearCanvas.SetActive(false);
                return;
            }
            break;

        case 4:
            if (modeManager.NowOutMode() != clear)
            {
                ClearCanvas.SetActive(false);
                return;
            }
            break;

        default:
            break;
        }

        ClearCanvas.SetActive(true);
        //SceneManager.LoadSceneAsync(nextSceneNum);
    }
コード例 #4
0
ファイル: Shadow.cs プロジェクト: estrela530/sakushi
    // Update is called once per frame
    void Update()
    {
        //着火時
        if (ignitStatus.GetIgnit())
        {
            //外1の時
            if (modeManager.NowInMode() == 1)
            {
                //内が
                switch (modeManager.NowOutMode())
                {
                case 1:
                    Shadow1.gameObject.SetActive(true);
                    Shadow2.gameObject.SetActive(false);
                    Shadow3.gameObject.SetActive(false);
                    Shadow4.gameObject.SetActive(false);
                    break;

                case 2:
                    Shadow2.gameObject.SetActive(true);
                    Shadow1.gameObject.SetActive(false);
                    Shadow3.gameObject.SetActive(false);
                    Shadow4.gameObject.SetActive(false);
                    break;

                case 3:
                    Shadow3.gameObject.SetActive(true);
                    Shadow1.gameObject.SetActive(false);
                    Shadow2.gameObject.SetActive(false);
                    Shadow4.gameObject.SetActive(false);
                    break;

                case 4:
                    Shadow4.gameObject.SetActive(true);
                    Shadow1.gameObject.SetActive(false);
                    Shadow2.gameObject.SetActive(false);
                    Shadow3.gameObject.SetActive(false);
                    break;
                }
            }
            //内2の時
            if (modeManager.NowInMode() == 2)
            {
                //外が
                switch (modeManager.NowOutMode())
                {
                case 1:
                    Shadow4.gameObject.SetActive(true);
                    Shadow3.gameObject.SetActive(false);
                    Shadow2.gameObject.SetActive(false);
                    Shadow1.gameObject.SetActive(false);
                    break;

                case 2:
                    Shadow1.gameObject.SetActive(true);
                    Shadow2.gameObject.SetActive(false);
                    Shadow3.gameObject.SetActive(false);
                    Shadow4.gameObject.SetActive(false);
                    break;

                case 3:
                    Shadow2.gameObject.SetActive(true);
                    Shadow1.gameObject.SetActive(false);
                    Shadow4.gameObject.SetActive(false);
                    Shadow3.gameObject.SetActive(false);
                    break;

                case 4:
                    Shadow3.gameObject.SetActive(true);
                    Shadow1.gameObject.SetActive(false);
                    Shadow2.gameObject.SetActive(false);
                    Shadow4.gameObject.SetActive(false);
                    break;
                }
            }
            //外3の時
            if (modeManager.NowInMode() == 3)
            {
                //内が
                switch (modeManager.NowOutMode())
                {
                case 1:
                    Shadow3.gameObject.SetActive(true);
                    Shadow1.gameObject.SetActive(false);
                    Shadow2.gameObject.SetActive(false);
                    Shadow4.gameObject.SetActive(false);
                    break;

                case 2:
                    Shadow4.gameObject.SetActive(true);
                    Shadow3.gameObject.SetActive(false);
                    Shadow2.gameObject.SetActive(false);
                    Shadow1.gameObject.SetActive(false);
                    break;

                case 3:
                    Shadow1.gameObject.SetActive(true);
                    Shadow2.gameObject.SetActive(false);
                    Shadow3.gameObject.SetActive(false);
                    Shadow4.gameObject.SetActive(false);
                    break;

                case 4:
                    Shadow2.gameObject.SetActive(true);
                    Shadow1.gameObject.SetActive(false);
                    Shadow3.gameObject.SetActive(false);
                    Shadow4.gameObject.SetActive(false);
                    break;
                }
            }
            //外4の時
            if (modeManager.NowInMode() == 4)
            {
                //内が
                switch (modeManager.NowOutMode())
                {
                case 1:
                    Shadow2.gameObject.SetActive(true);
                    Shadow1.gameObject.SetActive(false);
                    Shadow4.gameObject.SetActive(false);
                    Shadow3.gameObject.SetActive(false);
                    break;

                case 2:
                    Shadow3.gameObject.SetActive(true);
                    Shadow1.gameObject.SetActive(false);
                    Shadow2.gameObject.SetActive(false);
                    Shadow4.gameObject.SetActive(false);
                    break;

                case 3:
                    Shadow4.gameObject.SetActive(true);
                    Shadow2.gameObject.SetActive(false);
                    Shadow3.gameObject.SetActive(false);
                    Shadow1.gameObject.SetActive(false);
                    break;

                case 4:
                    Shadow1.gameObject.SetActive(true);
                    Shadow2.gameObject.SetActive(false);
                    Shadow3.gameObject.SetActive(false);
                    Shadow4.gameObject.SetActive(false);
                    break;
                }
            }
        }
        else if (!ignitStatus.GetIgnit())
        {
            Shadow1.gameObject.SetActive(false);
            Shadow2.gameObject.SetActive(false);
            Shadow3.gameObject.SetActive(false);
            Shadow4.gameObject.SetActive(false);
        }
    }