コード例 #1
0
    // 「ゲームデータを削除しました」の画像を表示
    public void GameDatadelete_Draw()
    {
        data_dalete_complete.SetActive(true);
        // player_data.Delete_Start_Data(player_data);

        /*
         * if (!player_data.delete_start)
         * {
         *  // データ削除処理
         *  player_data.delete_Data(player_data.max_stage);
         *  // セーブ処理
         *  player_data.Save_Data(player_data);
         *  player_data.delete_start = true;
         * }
         */
        // float max_rect_y = 310.0f;
        if (data_delete_complete_rect.anchoredPosition.y >= max_rect_y)
        {
            data_delete_complete_rect.anchoredPosition -= new Vector2(0.0f, data_delete_complete_position_y * Time.deltaTime * 1.0f);
        }
        else
        {
            timer += Time.deltaTime;
            float EndTime = 2.0f;
            // 2秒経過した後に「GameSelect_Draw」へ遷移
            if (timer >= EndTime)
            {
                timer = 0.0f;
                data_dalete_complete.SetActive(false);
                player.set_Data_Complete_FalseFlg();
                data_delete_complete_position_y            = 580.0f;
                data_delete_complete_rect.anchoredPosition = new Vector2(data_delete_complete_position_x, data_delete_complete_position_y);
            }
        }
    }
コード例 #2
0
 // Start is called before the first frame update
 void Start()
 {
     player_input = GameObject.Find("Canvas");
     player       = player_input.GetComponent <Title_Player>();
     player.sence = Title_Player.Character_Sence.PUSH_GAME_START;
     player.input = Title_Player.Player_Input.UP;
     player.set_Data_Complete_FalseFlg();
 }
コード例 #3
0
 public void Player_Init()
 {
     // プレイヤーのコンポーネントを取得。
     player_Draw = GameObject.Find("Canvas");
     //  player_data = GameObject.Find("Canvas").GetComponent<Player_Data>();
     //  player_data.Load_Data(player_data, player_data.datapath);
     player = player_Draw.GetComponent <Title_Player>();
     Player_Sence_Check();
     player.setInput(Title_Player.Player_Input.UP);
     player.set_Data_Complete_FalseFlg();
     // player_data.max_stage = 5;
     // player_data.delete_start = false;
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible   = false;
 }