// Update is called once per frame void Update() { float force = SerialHandler_.getForce(); diagram.InputPoint(line, new Vector2(0.1f, force * 0.1f)); }
// Update is called once per frame void Update() { float force_ = SerialHandler_.getForce(); float prece_ = SerialHandler_.getPrece(); ForceText_.text = ("force = " + force_.ToString()); if (force_ >= 30) { Debug.Log("forceOver30 : " + force_); } PreceText_.text = ("prece = " + prece_.ToString()); }
// Update is called once per frame void Update() { if (saveCheck) { float force = SerialHandler_.getForce(); save_.text = "run_save" + "\n" + "list : " + forceChartLine_.Count; forceChartLine_.Add(force); } else { save_.text = "stop_save"; } }
// Update is called once per frame void Update() { timer += Time.deltaTime * 1; if (timer > timerCount && timerCount <= 2) { switch (timerCount) { case 1: start_.text = "START"; break; case 2: start_.text = ""; GameObject startPanel = GameObject.Find("startPanel"); startPanel.SetActive(false); countDown_.text = "15"; force_.text = "force : 0"; water_.text = "残り : 1000"; timer = 0; break; } timerCount++; } if (timerCount == 3) { float force = SeriaHandler_.getForce(); if (force > 20) { water -= force; } countDown_.text = (15 - (int)timer).ToString(); water_.text = "残り : " + (int)water; force_.text = "湯切り力 : " + (int)force; if (water <= 0) { water_.text = "残り : 0"; force_.text = "湯切り力 : 0"; timerCount++; systemManager_.setScore(15 - (int)timer); rankingSystem_.rankingUpdate(systemManager_.getScore()); SceneManager.LoadScene("resultScreen"); return; } if ((15 - (int)timer) <= 0) { timerCount++; systemManager_.setScore(0); rankingSystem_.rankingUpdate(systemManager_.getScore()); SceneManager.LoadScene("gameOverScreen"); return; } } }