コード例 #1
0
 // Start is called before the first frame update
 void Start()
 {
     tm       = GetComponent <TextMesh>();
     po       = GetComponent <PauseObject>();
     tm.color = new Color(0.0f, 0.0f, 0.0f, 0.0f);
     po.init(onPause, onUnpause);
 }
コード例 #2
0
 // Start is called before the first frame update
 void Start()
 {
     rb = GetComponent <Rigidbody>();
     po = GetComponent <PauseObject>();
     po.init(pauseBall, unpauseBall);
     resetPosition();
 }
コード例 #3
0
    public static void Pause()
    {
        Time.timeScale = 0;

        _pauseObjects = FindObjectsOfType <PauseObject>();
        foreach (PauseObject pauseObject in _pauseObjects)
        {
            PauseObject.Pause();
        }
    }
コード例 #4
0
ファイル: PauseManager.cs プロジェクト: Mizunagi/Filmushi
 //指定した名前のリストにオブジェクトを追加する
 public void AddPauseObject(GameObject obj, string name)
 {
     foreach (var list in pauseListList)
     {
         if (list.listName == name)
         {
             PauseObject pauseObject = new PauseObject(obj);
             list.pauseObjectList.Add(pauseObject);
             break;
         }
     }
 }
コード例 #5
0
    public static void Resume()
    {
        Time.timeScale = 1;

        if (null == _pauseObjects)
        {
            return;
        }

        foreach (PauseObject pauseObject in _pauseObjects)
        {
            if (pauseObject != null)
            {
                PauseObject.Resume();
            }
        }
    }
コード例 #6
0
ファイル: PauseManager.cs プロジェクト: Mizunagi/Filmushi
 //ポーズオブジェクトの一時停止解除処理
 private void Resume(PauseObject obj)
 {
     if ((obj.pauseComponent & MONO) != 0)
     {
         var monoList = obj.pauseObject.GetComponents <MonoBehaviour>();
         if (monoList != null)
         {
             foreach (var mono in monoList)
             {
                 mono.Resume();
             }
         }
     }
     if ((obj.pauseComponent & RIGID) != 0)
     {
         var rigid = obj.pauseObject.GetComponent <Rigidbody2D>();
         if (rigid != null)
         {
             rigid.Resume();
         }
     }
     if ((obj.pauseComponent & ANIME) != 0)
     {
         var anime = obj.pauseObject.GetComponent <Animator>();
         if (anime != null)
         {
             anime.Resume();
         }
     }
     if ((obj.pauseComponent & COL) != 0)
     {
         var col = obj.pauseObject.GetComponent <Collider2D>();
         if (col != null)
         {
             col.Resume();
         }
     }
     if ((obj.pauseComponent & PARTICLE) != 0)
     {
         var particle = obj.pauseObject.GetComponent <ParticleSystem>();
         if (particle != null)
         {
             particle.Play();
         }
     }
 }
コード例 #7
0
    void Start()
    {
        m_mainState = MainState.START;        //スタートから開始
        // セリフUI設定
        CharacterWordsUI sayUI = GameObject.Find("SekkenSayUI").GetComponent <CharacterWordsUI>();

        m_sayUI = GameObject.Find("SekkenSayUI").GetComponent <PauseObject>();
        if (sayUI)
        {
            switch (SceneData.characterSelect)
            {
            case SceneData.CharacterSelect.SekkenKun:

                sayUI.ChangeSekken(CharacterWordsUI.ESekkenNo.SekkenKun);
                break;

            case SceneData.CharacterSelect.SekkenHero:

                sayUI.ChangeSekken(CharacterWordsUI.ESekkenNo.SekkenHero);
                break;

            case SceneData.CharacterSelect.SekkenChan:

                sayUI.ChangeSekken(CharacterWordsUI.ESekkenNo.SekkenChan);
                break;
            }
        }
        player = GameObject.Find("PlayerCharacter");
        m_dirtySystemObject         = GameObject.Find("DirtySystem");
        dirtySystem                 = m_dirtySystemObject.GetComponent <DirtySystem>();
        recoverySoapCreatersManager = GameObject.Find("RecoverySoapCreatersManager").GetComponent <RecoverySoapCreatersManager>();
        pushKey  = GameObject.Find("PushKey");
        poseMenu = GameObject.Find("PauseCur").GetComponent <PoseMenu>();

        m_playRecordAsPauseObject.pausing = true;
        m_endUI        = GameObject.Find("EndUI").GetComponent <PauseObject>();
        m_dirtys       = GameObject.Find("StartVisualizeSystems").GetComponent <PauseObject>();
        m_pauseSystems = GameObject.Find("StartStopSystems").GetComponent <PauseObject>();
        m_dirtySystem  = GameObject.Find("DirtySystem").GetComponent <PauseObject>();
        //ActionRecordManager.sActionRecord.Reset();

        //モード確認
        SelectingCharactor no = GameObject.Find("CharNo").GetComponent <SelectingCharactor>();

        //	if (no != null)
        {
            if (SceneData.modeSelect == PlayModeState.NORMAL)
            {
                m_modeState             = ModeState.NORMAL_PLAY;
                m_pauseSystems.pausing  = true;
                m_instructPuase.pausing = true;
            }
            else
            {
                m_modeState              = ModeState.FREE_PLAY;
                m_sizeCounterUI.pausing  = true;
                m_dirtyCounterUI.pausing = true;
                m_washChainUI.pausing    = true;
                m_pauseSystems.pausing   = true;
                //m_dirtys.gameObject.SetActive(false);
            }
        }
        no.loaded = true;

        m_pauseSystems.pausing = true;
        ExecuteStateEnterProcesss(m_mainState);
        BGMManager.Instance.PlayBGM("GameMain_BGM", 0);
    }
コード例 #8
0
 public void AddObject(PauseObject pauseObject)
 {
     m_PauseObjects.Add(pauseObject);
 }
コード例 #9
0
ファイル: PauseManager.cs プロジェクト: Mizunagi/Filmushi
    //指定したインデックスのリストに停止するコンポーネントを指定してオブジェクトを追加する
    public void AddPauseObject(GameObject obj, int index, int cmp)
    {
        PauseObject pauseObject = new PauseObject(obj, cmp);

        pauseListList[index].pauseObjectList.Add(pauseObject);
    }