/// /// <summary> ステートを抜ける時の処理. </summary> /// /// <remarks> Kazuyuki,. </remarks> /// /// <param name="exitState"> State of the exit. </param> /// void ExecuteStateExitProcesss(MainState exitState) { switch (exitState) { case MainState.START: break; case MainState.PLAY: dirtySystem.IsRunning = false; recoverySoapCreatersManager.IsRunning = false; break; case MainState.PAUSE: break; case MainState.PLAY_RECORD: m_pauseScreenUI.PushPose(); m_playRecordAsPauseObject.PushPose(); break; case MainState.CHECK_TRANSITION: m_checkTransitionMenuScreeenUI.PushPose(); m_pauseScreenUI.PushPose(); break; case MainState.END: break; default: break; } }
void Pause() { pausingStopUI.PushPose(); pausingStartUI.PushPose(); pauseObjects.PushPose(); }
/// /// <summary> ステートを入る時の処理. </summary> /// /// <remarks> Kazuyuki,. </remarks> /// /// <param name="enterState"> メインの状態. </param> /// void ExecuteStateEnterProcesss(MainState enterState) { switch (enterState) { case MainState.START: // スタート状態に入った switch (m_beforeMainStete) { case MainState.START: m_pauseSystems.pausing = true; m_dirtySystem.pausing = true; break; case MainState.PLAY: m_pauseSystems.pausing = true; m_dirtySystem.pausing = true; break; case MainState.PAUSE: // 前の状態はポーズ m_sizeIconUI.pausing = false; m_sizeCounterUI.pausing = false; m_dirtyCounterUI.pausing = false; m_washChainUI.pausing = false; m_miniMapUI.pausing = false; m_sayUI.pausing = false; m_markerUI.pausing = false; m_pinchFrame.pausing = false; m_pushKeyUI.pausing = true; //フリープレイ時オフ if (m_modeState == ModeState.FREE_PLAY) { m_sizeCounterUI.pausing = true; m_dirtyCounterUI.pausing = true; m_washChainUI.pausing = true; m_pauseSystems.pausing = true; m_instructPuase.pausing = false; } // 通常時非表示 else { m_instructPuase.pausing = true; } m_pauseObjects.pausing = false; m_pauseScreenUI.pausing = true; m_pauseSystems.pausing = true; m_dirtySystem.pausing = true; break; case MainState.PLAY_RECORD: m_pauseSystems.pausing = true; m_dirtySystem.pausing = true; break; case MainState.END: m_pauseSystems.pausing = true; m_dirtySystem.pausing = true; break; default: break; } break; case MainState.PLAY: // プレイ状態に入った switch (m_beforeMainStete) { case MainState.START: // m_sizeIconUI.pausing = false; m_sizeCounterUI.pausing = false; m_dirtyCounterUI.pausing = false; m_washChainUI.pausing = false; m_miniMapUI.pausing = false; m_sayUI.pausing = false; m_markerUI.pausing = false; m_pinchFrame.pausing = false; m_pushKeyUI.pausing = true; m_pauseObjects.pausing = false; m_pauseSystems.pausing = false; m_dirtySystem.pausing = false; if (m_dirtys) { m_dirtys.pausing = false; } m_pauseScreenUI.pausing = true; //フリープレイ時オフ if (m_modeState == ModeState.FREE_PLAY) { m_sizeCounterUI.pausing = true; m_dirtyCounterUI.pausing = true; m_washChainUI.pausing = true; m_pauseSystems.pausing = true; m_instructPuase.pausing = false; } // 通常時 else { m_instructPuase.pausing = true; } break; case MainState.PLAY: break; case MainState.PAUSE: m_sizeIconUI.pausing = false; m_sizeCounterUI.pausing = false; m_dirtyCounterUI.pausing = false; m_washChainUI.pausing = false; m_miniMapUI.pausing = false; m_sayUI.pausing = false; m_markerUI.pausing = false; m_pinchFrame.pausing = false; m_pushKeyUI.pausing = true; m_pauseObjects.pausing = false; m_pauseSystems.pausing = false; m_dirtySystem.pausing = false; m_pauseScreenUI.pausing = true; m_dirtys.pausing = false; player.GetComponent <PlayerCharacterController>().isNotJump = true; //フリープレイ時オフ if (m_modeState == ModeState.FREE_PLAY) { m_sizeCounterUI.pausing = true; m_dirtyCounterUI.pausing = true; m_washChainUI.pausing = true; m_pauseSystems.pausing = true; m_instructPuase.pausing = false; } // 通常時 else { m_instructPuase.pausing = true; } break; case MainState.PLAY_RECORD: m_sizeIconUI.pausing = false; m_sizeCounterUI.pausing = false; m_dirtyCounterUI.pausing = false; m_washChainUI.pausing = false; m_miniMapUI.pausing = false; m_sayUI.pausing = false; m_markerUI.pausing = false; m_pinchFrame.pausing = false; m_pushKeyUI.pausing = true; m_pauseObjects.pausing = false; m_pauseSystems.pausing = false; m_dirtySystem.pausing = false; if (m_dirtys) { m_dirtys.pausing = true; } m_pauseScreenUI.pausing = true; //フリープレイ時オフ if (m_modeState == ModeState.FREE_PLAY) { m_sizeCounterUI.pausing = true; m_dirtyCounterUI.pausing = true; m_washChainUI.pausing = true; m_pauseSystems.pausing = true; m_instructPuase.pausing = false; } // 通常時 else { m_instructPuase.pausing = true; } break; case MainState.CHECK_TRANSITION: m_sizeIconUI.pausing = false; m_sizeCounterUI.pausing = false; m_dirtyCounterUI.pausing = false; m_washChainUI.pausing = false; m_miniMapUI.pausing = false; m_sayUI.pausing = false; m_markerUI.pausing = false; m_pinchFrame.pausing = false; m_pushKeyUI.pausing = true; m_pauseObjects.pausing = false; m_pauseSystems.pausing = false; m_dirtySystem.pausing = false; if (m_dirtys) { m_dirtys.pausing = true; } m_pauseScreenUI.pausing = true; //フリープレイ時オフ if (m_modeState == ModeState.FREE_PLAY) { m_sizeCounterUI.pausing = true; m_dirtyCounterUI.pausing = true; m_washChainUI.pausing = true; m_pauseSystems.pausing = true; m_instructPuase.pausing = false; } // 通常時 else { m_instructPuase.pausing = true; } break; case MainState.END: break; default: break; } if (m_modeState == ModeState.FREE_PLAY) { m_pauseSystems.pausing = true; } // pauseObject.pausing = false; break; case MainState.PAUSE: // ポーズに入る前の状態で処理わけ switch (m_beforeMainStete) { case MainState.START: m_sizeIconUI.pausing = true; m_sizeCounterUI.pausing = true; m_dirtyCounterUI.pausing = true; m_washChainUI.pausing = true; m_miniMapUI.pausing = true; m_sayUI.pausing = true; m_markerUI.pausing = true; m_pinchFrame.pausing = true; m_instructPuase.pausing = true; m_pushKeyUI.pausing = true; m_pauseObjects.pausing = true; m_pauseSystems.pausing = true; m_dirtySystem.pausing = true; if (m_dirtys) { m_dirtys.pausing = true; } m_pauseScreenUI.pausing = false; break; case MainState.PLAY: m_sizeIconUI.pausing = true; m_sizeCounterUI.pausing = true; m_dirtyCounterUI.pausing = true; m_washChainUI.pausing = true; m_miniMapUI.pausing = true; m_sayUI.pausing = true; m_markerUI.pausing = true; m_pinchFrame.pausing = true; m_instructPuase.pausing = true; m_pushKeyUI.pausing = true; m_pauseObjects.pausing = true; m_pauseSystems.pausing = true; m_dirtySystem.pausing = true; if (m_dirtys) { m_dirtys.pausing = true; } m_pauseScreenUI.pausing = false; break; case MainState.PLAY_RECORD: break; case MainState.END: break; default: break; } break; case MainState.CHECK_TRANSITION: // 前状態がスタートもしくはプレイ(=フリーモード) if (m_modeState == ModeState.FREE_PLAY) { m_sizeIconUI.pausing = true; m_sizeCounterUI.pausing = true; m_dirtyCounterUI.pausing = true; m_washChainUI.pausing = true; m_miniMapUI.pausing = true; m_sayUI.pausing = true; m_markerUI.pausing = true; m_pinchFrame.pausing = true; m_instructPuase.pausing = true; m_pushKeyUI.pausing = true; m_pauseObjects.pausing = true; } m_checkTransitionMenuScreeenUI.pausing = false; m_pauseScreenUI.pausing = true; break; case MainState.PLAY_RECORD: m_pauseScreenUI.PushPose(); m_playRecordAsPauseObject.PushPose(); break; case MainState.END: m_endUI.pausing = false; //BGMManager.Instance.StopBGM(0); break; default: break; } }
// Use this for initialization void Start() { pausingStartUI.PushPose(); }