private void CameraPos(game_Smode gameSmode) { //カメラポジション. switch (gameSmode) { case game_Smode.TITLE: MainCam.SetActive(true); SubCam.SetActive(false); break; case game_Smode.MOVE: MainCam.SetActive(true); SubCam.SetActive(false); break; case game_Smode.MAIN: MainCam.SetActive(true); SubCam.SetActive(false); break; case game_Smode.CLEAR: MainCam.SetActive(false); SubCam.SetActive(true); break; } }
// Update is called once per frame private void Update() { Kasor = PlayerMng.GetComponent <_GameMng>().KASOR; gameSmode_l = PlayerMng.GetComponent <_GameMng>().gameSmode; switch (gameSmode_l) { case game_Smode.TITLE: Init(); title(); break; case game_Smode.MOVE: Move(); break; case game_Smode.MAIN: Fight.SetActive(false); Canbas.SetActive(false); ClearCanbas.SetActive(false); break; case game_Smode.CLEAR: Clear(); break; } }
// Use this for initialization private void Start() { gameSmode = game_Smode.TITLE; //for( int i=0; i<PlayerMax; i++) //{ // Player.AddRange(); //} KASOR = sentaku.up; Application.targetFrameRate = 60; }
private void Move() { int fightcnt; fightcnt = canvas.GetComponent <UIMgr>().FIGHTCNT; if (fightcnt > 290) { gameSmode = game_Smode.MAIN; } }
private void Over() { if (g_Player.GetComponent <_PlayerDrop>().D_cnt < 10.0f) { win = true; gameSmode = game_Smode.CLEAR; } if (b_Player.GetComponent <_PlayerDrop>().D_cnt < 10.0f) { win = false; gameSmode = game_Smode.CLEAR; } }
// Update is called once pear frame private void Update() { GameMode = GameMgr.GetComponent <_GameMng>().gameSmode; switch (GameMode) { case game_Smode.TITLE: for (int i = 0; i < PlayerLight.Length; i++) { PlayerLight[i].SetActive(true); } ClearLight.SetActive(false); break; case game_Smode.MOVE: for (int i = 0; i < PlayerLight.Length; i++) { PlayerLight[i].SetActive(true); } ClearLight.SetActive(false); break; case game_Smode.MAIN: for (int i = 0; i < PlayerLight.Length; i++) { PlayerLight[i].SetActive(true); } ClearLight.SetActive(false); break; case game_Smode.CLEAR: for (int i = 0; i < PlayerLight.Length; i++) { PlayerLight[i].SetActive(false); } ClearLight.SetActive(true); break; default: break; } }
// Update is called once per frame private void Update() { GameSMode = Manager.GetComponent <_GameMng>().gameSmode; switch (GameSMode) { case game_Smode.TITLE: if (TitleFlg) { AuSo.clip = Bgm[0]; AuSo.Play(); //AuSo.Stop(); TitleFlg = false; MainFlg = true; ClearFlg = true; } break; case game_Smode.MAIN: if (MainFlg) { AuSo.clip = Bgm[1]; AuSo.Play(); TitleFlg = true; MainFlg = false; ClearFlg = true; } break; case game_Smode.CLEAR: if (ClearFlg) { AuSo.clip = Bgm[2]; AuSo.Play(); TitleFlg = true; MainFlg = true; ClearFlg = false; } break; } }
private void GameScene(game_Smode gameSmode) { switch (gameSmode) { case game_Smode.TITLE: title(); Init(); break; case game_Smode.MOVE: Move(); break; case game_Smode.MAIN: Over(); break; case game_Smode.CLEAR: Clear(); break; } }
private void Clear() { if (win) { b_Player.transform.position = new Vector3(-0.05935378f, 0.0f, -1.464567f); b_Player.transform.rotation = Quaternion.Euler(0.0f, -179.0f, 0.0f); } else { g_Player.transform.position = new Vector3(-0.05935378f, 0.0f, -1.464567f); g_Player.transform.rotation = Quaternion.Euler(0.0f, -179.0f, 0.0f); } if (Input.GetButtonDown("Enter")) { SceneManager.LoadScene("main"); #if false gameSmode = game_Smode.TITLE; b_Player.GetComponent <_PlayerDrop>().D_cnt = 200.0f; g_Player.GetComponent <_PlayerDrop>().D_cnt = 200.0f; #endif } }
private void title() { upDown = g_Player.GetComponent <_Playercontroller>().G_rcontroller.v_D; if (upDown >= 1) { KASOR = sentaku.up; } #if false else if (upDown == 0.0f) { KASOR = sentaku.midle; } #endif else if (upDown <= -1) { KASOR = sentaku.down; } Buttun = Input.GetButtonDown("Enter"); if (Buttun) { switch (KASOR) { case sentaku.up: gameSmode = game_Smode.MOVE; break; #if false case sentaku.midle: SceneManager.LoadScene("Credit"); break; #endif case sentaku.down: Application.Quit(); break; } } }
// Update is called once per frame private void Update() { gamemode = GameMng.GetComponent <_GameMng>().gameSmode; switch (P_color) { case EN_P_COLOR.GREEN: Controll = GetComponent <_Playercontroller>().G_rcontroller; break; case EN_P_COLOR.BLUE: Controll = GetComponent <_Playercontroller>().B_rcontroller; break; } if (gamemode == game_Smode.TITLE) { playerRigid.velocity = Vector3.zero; // 回転しない設定. playerRigid.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotation; //playerRigid.constraints = RigidbodyConstraints.FreezeRotation; } AnimatorStateInfo anim = this.animator.GetCurrentAnimatorStateInfo(0); if (gamemode == game_Smode.MAIN) { if (GetComponent <_PlayerDrop>().Drop) { ground = transform.position; //ground.y = 0.0f; transform.position = ground; //if( Controll.h!=0 || Controll.v != 0) //{ // if ( !anim.IsTag("attak_w") ) { // P_mode = EN_P_E_MODE.Idle; // } //} //旧. #if false if (P_mode == EN_P_E_MODE.Damage) { TimeCount++; if (DamageTime > 0.0f) { animator.SetBool("Wake", false); b_Damage = true; //if (TimeCount % 6 == 0) //{ DamageTime--; //} } else { transform.Translate((Vector3.back * 0.03f)); animator.SetBool("Wake", true); b_Damage = false; playerRigid.velocity = Vector3.zero; } if (TimeCount % 2 == 0) { for (int j = 0; j < MeshRenderSet.Count; j++) { MeshRenderSet[j].enabled = false; } } else { for (int i = 0; i < MeshRenderSet.Count; i++) { MeshRenderSet[i].enabled = true; } } } if (anim.IsTag("Idle") && b_Damage == false) { AtkSoundFlg = false; b_Damage = false; if (!b_Damage) { for (int i = 0; i < MeshRenderSet.Count; i++) { MeshRenderSet[i].enabled = true; } DamageFlg = true; AttakCnt = 0.0f; DamageTime = DamageTimeMax; P_mode = EN_P_E_MODE.Idle; TimeCount = 0.0f; } } #endif #if true if (P_mode == EN_P_E_MODE.Damage) { TimeCount++; //if (DamageTime > 0.0f) //{ // animator.SetBool("Wake", false); // b_Damage = true; // //if (TimeCount % 6 == 0) // //{ // DamageTime--; // //} //} //else //{ //} transform.Translate(0, 0, -1 * 0.03f); animator.SetBool("Wake", true); b_Damage = false; if (anim.IsTag("HandSpring")) { WakeCnt++; } if (TimeCount % 2 == 0) { for (int j = 0; j < MeshRenderSet.Count; j++) { MeshRenderSet[j].enabled = false; } } else { for (int i = 0; i < MeshRenderSet.Count; i++) { MeshRenderSet[i].enabled = true; } } } //ダメージ処理の終了後の初期化. //if (WakeCnt > 36 && b_Damage == false) //{ if (anim.IsTag("Idle") && b_Damage == false) { AtkSoundFlg = false; for (int i = 0; i < MeshRenderSet.Count; i++) { MeshRenderSet[i].enabled = true; } animator.SetBool("Down", false); animator.SetBool("Wake", false); DamageFlg = true; AttakCnt = 0.0f; DamageTime = DamageTimeMax; P_mode = EN_P_E_MODE.Idle; TimeCount = 0.0f; WakeCnt = 0; } #endif if (Controll.Kick_w) { if (P_mode == EN_P_E_MODE.Idle || P_mode == EN_P_E_MODE.Run) { animator.SetTrigger("KickWeekFlg"); } } if (anim.IsTag("attak_w")) { if (!AtkSoundFlg) { audioSource.clip = Se[0]; audioSource.Play(); AtkSoundFlg = true; } AttakCnt++; if (13.0f < AttakCnt && AttakCnt < 15.0f) { P_mode = EN_P_E_MODE.Attak; } } if (!anim.IsTag("attak_w")) { if (Controll.h != 0 || Controll.v != 0) { if (P_mode == EN_P_E_MODE.Idle || P_mode == EN_P_E_MODE.Run || P_mode != EN_P_E_MODE.Damage) { if (!anim.IsTag("Wake") && !anim.IsTag("Down")) { if (anim.IsTag("Idle") || anim.IsTag("Run")) { P_mode = EN_P_E_MODE.Run; Move(Controll.h, Controll.v); } } } } C_Rotation(); KeyDistant(); } } } else { if (!anim.IsTag("Idle")) { animator.SetTrigger("Init"); } KeyDistant(); } if (gamemode == game_Smode.CLEAR) { if (!anim.IsTag("Idle")) { animator.SetTrigger("Init"); } animator.SetBool("RunFlg", false); P_mode = EN_P_E_MODE.Idle; } }