コード例 #1
0
ファイル: ShowFPS.cs プロジェクト: arcmend/Dimension-Collapse
        // Use this for initialization
        void Start()
        {
            mapdynamicloading = transform.GetComponent <MapDynamicLoading> ();
            state             = mapStates.WaitforReset;

            SecondsOfWaitReset    = mapdynamicloading.originTimeToReset;
            timeOfReset           = mapdynamicloading.originTimeToReset;
            SecondsOfWaitCollapse = mapdynamicloading.originTimeToCollapse;
            timeOfCollapse        = mapdynamicloading.originTimeToReset + mapdynamicloading.originTimeToCollapse;
            SecondsOfCollapse     = mapdynamicloading.originTimeToCFinish;
            timeOfFinishCollapse  = mapdynamicloading.originTimeToReset + mapdynamicloading.originTimeToCollapse + mapdynamicloading.originTimeToCFinish;
        }
コード例 #2
0
		// Use this for initialization
		void Start () {
            state = mapStates.WaitforReset;
            combineMesh = gameObject_map.GetComponent<CombineMesh>();
            mapdynamicloading = gameObject_map.GetComponent<MapDynamicLoading>();
            eachChunckSize = combineMesh.ChunkSize;

            SecondsOfWaitReset = mapdynamicloading.originTimeToReset;
            timeOfReset = mapdynamicloading.originTimeToReset;
            SecondsOfWaitCollapse = mapdynamicloading.originTimeToCollapse;
            timeOfCollapse = mapdynamicloading.originTimeToReset + mapdynamicloading.originTimeToCollapse;
            SecondsOfCollapse = mapdynamicloading.originTimeToCFinish;
            timeOfFinishCollapse = mapdynamicloading.originTimeToReset + mapdynamicloading.originTimeToCollapse + mapdynamicloading.originTimeToCFinish;

            circle_green.SetActive(false);
            circle_red.SetActive(false);
            GameOver.SetActive(false);
        }
コード例 #3
0
ファイル: ShowFPS.cs プロジェクト: arcmend/Dimension-Collapse
        // Update is called once per frame
        void Update()
        {
            currentFPS = 1 / Time.deltaTime;

            switch (state)
            {
            case (mapStates.WaitforReset):
            {
                if (mapdynamicloading.elapsed >= timeOfReset)
                {
                    state = mapStates.WaitforCollapse;
                    SecondsOfWaitReset *= mapdynamicloading.shrinkRatio;
                    timeOfReset         = timeOfFinishCollapse + SecondsOfWaitReset;
                }
                break;
            }

            case (mapStates.WaitforCollapse):
            {
                if (mapdynamicloading.elapsed >= timeOfCollapse)
                {
                    state = mapStates.Collapse;
                    SecondsOfWaitCollapse *= mapdynamicloading.shrinkRatio;
                    timeOfCollapse         = timeOfReset + SecondsOfWaitCollapse;
                }
                break;
            }

            case (mapStates.Collapse):
            {
                if (mapdynamicloading.elapsed >= timeOfFinishCollapse)
                {
                    state                = mapStates.WaitforReset;
                    SecondsOfCollapse   *= mapdynamicloading.shrinkRatio;
                    timeOfFinishCollapse = timeOfCollapse + SecondsOfCollapse;
                }
                break;
            }
            }
        }
コード例 #4
0
		// Update is called once per frame
		void Update () {

            currentFPS = 1 / Time.deltaTime;

            switch (state)
            {

                case (mapStates.WaitforReset):
                    {
                        if (mapdynamicloading.elapsed >= timeOfReset)
                        {
                            state = mapStates.WaitforCollapse;
                            SecondsOfWaitReset *= mapdynamicloading.shrinkRatio;
                            timeOfReset = timeOfFinishCollapse + SecondsOfWaitReset;

                            if (list_circles.Count != 0)
                            {
                                nowf = new float[] { list_circles.First.Value.circle_now[0] * eachChunckSize, list_circles.First.Value.circle_now[1] * eachChunckSize, list_circles.First.Value.circle_now[2] * eachChunckSize };
                                beff = new float[] { list_circles.First.Value.circle_bef[0] * eachChunckSize, list_circles.First.Value.circle_bef[1] * eachChunckSize, list_circles.First.Value.circle_bef[2] * eachChunckSize };
                                moveSpeed_center_x = (beff[0] - nowf[0]) / list_circles.First.Value.shrinkTime;
                                moveSpeed_center_z = (beff[1] - nowf[1]) / list_circles.First.Value.shrinkTime;
                                shrinkSpeed_radius = (beff[2] - nowf[2]) / list_circles.First.Value.shrinkTime;
                                list_circles.RemoveFirst();
                            }
                        }
                        break;
                    }
                case (mapStates.WaitforCollapse):
                    {
                        if (mapdynamicloading.elapsed >= timeOfCollapse)
                        {
                            state = mapStates.Collapse;
                            SecondsOfWaitCollapse *= mapdynamicloading.shrinkRatio;
                            timeOfCollapse = timeOfReset + SecondsOfWaitCollapse;
                        }
                        break;
                    }
                case (mapStates.Collapse):
                    {
                        if (mapdynamicloading.elapsed >= timeOfFinishCollapse)
                        {
                            state = mapStates.WaitforReset;
                            SecondsOfCollapse *= mapdynamicloading.shrinkRatio;
                            timeOfFinishCollapse = timeOfCollapse + SecondsOfCollapse;
                        }
                        break;
                    }
            }

            if (state == mapStates.Collapse) {
                beff[0] -= moveSpeed_center_x * Time.deltaTime;
                beff[1] -= moveSpeed_center_z * Time.deltaTime;
                beff[2] -= shrinkSpeed_radius * Time.deltaTime;
            }

            if (nowf!=null&&beff!=null) {
                if (!circle_green.activeSelf) {
                    circle_green.SetActive(true);
                }
                if (!circle_red.activeSelf)
                {
                    circle_red.SetActive(true);
                }
                circle_green.transform.position = new Vector3(nowf[0], 190, nowf[1]);
                circle_green.transform.localScale = new Vector3(nowf[2] * 2, nowf[2] * 2, 1);

                circle_red.transform.position = new Vector3(beff[0], 190, beff[1]);
                circle_red.transform.localScale = new Vector3(beff[2] * 2, beff[2] * 2, 1);
            }

            if (_target.isAlive == false&&dynamicUI.GetActive()==true) {
				dynamicUI.SetActive (false);
			}else if(_target.isAlive == true&&dynamicUI.GetActive()==false){
				dynamicUI.SetActive (true);
			}

			// Reflect the Player Health
			if (PlayerHealthSlider != null) 
			{
				PlayerHealthSlider.value = _target.Health;
			}

			if (PlayerDirectionSignal != null) {
				PlayerDirectionSignal.GetComponent<RawImage> ().uvRect = new Rect (_target.Direction/360+0.25f, 0, 0.5f, 1);
			}

			// Destroy itself if the target is null, It's a fail safe when Photon is destroying Instances of a Player over the network
			if (_target == null) 
			{
				Destroy(this.gameObject);
				return;
			}

			if (Kill != null) {
				Kill.text = _target.numOfkill.ToString();
			}

			if (Alive != null) {
				Alive.text = survivors.transform.childCount.ToString();
			}

		}