public sceneChangeValue() { sVMS = staticValueManagerGetter.getManager(); //特になし。初期値 this.sceneFileName = "0-0-0-0"; }
private IEnumerator stageClear() { staticValueManagerS sVMS = staticValueManagerGetter.getManager(); GMS.talkingPartLoader("0-3-0-4"); //引き続きコライダーは停止 GMS.setAllCollider2DEnabale(false); yield return(new WaitForSeconds(0.2f)); Time.timeScale = 1; //パーティクルを使うため1にする GameObject tmpGO = (GameObject)Instantiate(_stageClearCaption); while (tmpGO != null) { yield return(null); } sceneChangeValue sceneCV = sVMS.getNowSceneChangeValue(); GMS.saveBattleResultValues(); //0-3-0-5 sVMS.setStoryProgress("0-3-0-5"); sVMS.changeScene(sceneChangeStatusEnum.gotoTalkScene); }
// Use this for initialization void Start () { Debug.Log ("In this scene, fastest Start is talkingMainScript"); if (Application.loadedLevelName == "talkScene" ){ _bgColor.color = Color.black; } thisUIText = this.transform.GetComponent<Text> (); _BGImage.color = new Color(0f, 0f, 0f, 0.3f); sVMS = staticValueManagerGetter.getManager (); sMB = soundManagerGetter.getManager (); //初期値 止める Time.timeScale = 0; //シーンファイルを取得 //ない場合はログを吐いて初期値を入れる String sceneFileName = sVMS.getTalkingSceneName (); if (_forDebug) { this.startResouceRead (_forDebugFileName); } else { this.startResouceRead (sceneFileName); } _textMainFrame.GetComponent<Image> ().enabled = true; //メイン処理 StartCoroutine ( loopText () ); }
/* * * void Update(){ * if (Input.GetKeyDown (KeyCode.Z)) { * //debuf * //this.OnTriggerStay2D(null); * } * } * * void OnTriggerStay2D(Collider2D argsCo){ * //Debug.Log ("Enter Collider"); * * //このコライダー停止 * Destroy (this.gameObject.GetComponent<BoxCollider2D> ()); //.enabled = false; * * //GMS.talkingPartLoader ("0-3-0-3"); * * } * */ private IEnumerator stageClear() { staticValueManagerS sVMS = staticValueManagerGetter.getManager(); //引き続きコライダーは停止 GMS.setAllCollider2DEnabale(false); Time.timeScale = 1; //パーティクルを使うため1にする GameObject tmpGO = (GameObject)Instantiate(_stageClearCaption); while (tmpGO != null) { yield return(null); } sceneChangeValue sceneCV = sVMS.getNowSceneChangeValue(); // sVMS.addStoryProgresses(enum_StoryProgressType.Step); //新規キャラの追加 GMS.saveBattleResultValues_EnterCharacterFlag(enumCharaNum.suzusiro_03, true, enumCharactorJoinType.sameEnju); GMS.saveBattleResultValues(); //Debug.Log ("gotoStageSelect"); //sVMS.changeScene (sceneChangeStatusEnum.gotoStageSelect); sVMS.setStoryProgress("0-6-0-2"); sVMS.changeScene(sceneChangeStatusEnum.gotoTalkScene); }
// Use this for initialization void Start() { thisRigiBody2D = this.GetComponent <Rigidbody2D> (); sMB = soundManagerGetter.getManager(); sVMS = staticValueManagerGetter.getManager(); grantExpChara = new HashSet <int>(); thisEnemyStat = new typeEnemyStatus(_defaultLevel, _defaultEnemyType); this.createHPBar(); //影の作成 //重いので一時的に停止 if (_enemyShadow != null && sVMS.getRenderingShadowFlag()) { //影がセットされているときは表示 GameObject tmpEnemyShadow = new GameObject("enemyShadow"); tmpEnemyShadow.AddComponent <SpriteRenderer> (); tmpEnemyShadow.GetComponent <SpriteRenderer> ().sprite = _enemyShadow; tmpEnemyShadow.GetComponent <SpriteRenderer> ().color = new Color(1f, 1f, 1f, 0.3f); tmpEnemyShadow.transform.parent = this.transform; tmpEnemyShadow.transform.localPosition = Vector3.zero; textureVector ttv = new textureVector(this.gameObject); Vector3 tmpThisWidth = ttv.getBottomOffset_ForCenterPivot(0f, 0.05f, animeScalingFlag); tmpEnemyShadow.transform.localPosition += tmpThisWidth; //影画像は128 float tmpScale = ttv.getWidth(animeScalingFlag) / 1.28f; tmpEnemyShadow.transform.localScale = new Vector3(tmpScale, tmpScale, 1f); } gmS = GameManagerGetter.getGameManager(); }
public void loadSaveData() { staticValueManagerS sVMS = staticValueManagerGetter.getManager(); string playerPrefskeyString; switch (_saveDataNumText.text) { case "0": playerPrefskeyString = jsonSaveKey01; break; case "1": playerPrefskeyString = jsonSaveKey02; break; default: playerPrefskeyString = jsonSaveKey03; break; } Debug.Log(PlayerPrefs.GetString(playerPrefskeyString)); _dataShowText.text = PlayerPrefs.GetString(playerPrefskeyString); string tmpS = ","; _dataShowText.text = _dataShowText.text.Replace(tmpS + "\"", tmpS + "\"\n"); }
public static staticValueManagerS getManager() { if (thisMNG == null) { //thisMNG = GameObject.Find("StaticSceneManager").GetComponent<staticValueManagerS>(); thisMNG = GameObject.FindWithTag("StaticSceneManager").GetComponent <staticValueManagerS>(); } return(thisMNG); }
// Use this for initialization void Start() { instantedCmrTracker = (GameObject)Instantiate(_cmrTracker); instantedCmrTracker.name = "CameraTracker"; charaIconEmptyPosision = instantedCmrTracker.GetComponent <cameraTrackerScript> ().getemptyWaku(); sVMS = staticValueManagerGetter.getManager(); this.battleStageStarter(); }
// Use this for initialization void Start() { thisRigiBody = this.GetComponent <Rigidbody2D> (); sMB = soundManagerGetter.getManager(); gmScript = GameObject.Find("GameManager").GetComponentInChildren <GameManagerScript>(); cmrTracker = GameObject.Find("CameraTracker").GetComponentInChildren <cameraTrackerScript> (); thisAnimeGO = this.transform.Find("charaAnime").gameObject; thisAnimeter = thisAnimeGO.gameObject.GetComponentInChildren <Animator>(); thisAudio = this.gameObject.GetComponentInChildren <AudioSource>(); thisAtkCircle = this.transform.Find("atkCircle").gameObject.GetComponentInChildren <SpriteRenderer> (); thisAttackErea = this.transform.Find("AttackErea").gameObject; //this.gameObject.Find("") //ステータスアイコン表示のオブジェクトは起動時に作成 charaStatusIconCtrlS = Instantiate(_charaStatusIconCtrler).GetComponent <charaStatusIconCtrl>(); charaStatusIconCtrlS.transform.parent = this.transform; this.setMode(characterMode.Attack); this.createHPBar(); staticValueManagerS sVMS = staticValueManagerGetter.getManager(); //影の作成 //重いので一時的に停止 if (_charaShadow != null && sVMS.getRenderingShadowFlag()) { //影がセットされているときは表示 GameObject tmpEnemyShadow = new GameObject("charaShadow"); tmpEnemyShadow.AddComponent <SpriteRenderer> (); tmpEnemyShadow.GetComponent <SpriteRenderer> ().sprite = _charaShadow; tmpEnemyShadow.GetComponent <SpriteRenderer> ().color = new Color(1f, 1f, 1f, 0.3f); tmpEnemyShadow.transform.parent = this.transform; tmpEnemyShadow.transform.localPosition = Vector3.zero; textureVector ttv = new textureVector(this.gameObject); Vector3 tmpThisWidth = ttv.getBottomOffset_ForCenterPivot(0f, 0.05f, false); tmpEnemyShadow.transform.localPosition += tmpThisWidth; //影画像は128 float tmpScale = ttv.getWidth(false) / 1.28f; tmpEnemyShadow.transform.localScale = new Vector3(tmpScale, tmpScale, 1f); } StartCoroutine(mainLoop()); StartCoroutine(calcCoolTimeLoop()); }
// Use this for initialization void Start() { Debug.Log("optionMenuGlobal : Set Time.timeScale = 0"); Time.timeScale = 0f; //全てのコライダーを無効化 this.diseableAllColliders(); sVMS = staticValueManagerGetter.getManager(); _renderShadowToggle.isOn = sVMS.getRenderingShadowFlag(); Debug.Log(sVMS.getRenderingShadowFlag()); _renderStageEffToggle.isOn = sVMS.getRenderingStageEffFlag(); Debug.Log(sVMS.getRenderingStageEffFlag()); }
IEnumerator selectedSaveData() { boubleTapFlag = true; yield return(new WaitForSeconds(0.1f)); staticValueManagerS sVMS = staticValueManagerGetter.getManager(); //セーブデータの選択 sVMS.saveJSONData(selectedSaveIndex); _saveList.gameObject.SetActive(false); _saveList.createList(); //saveした場合、リストの再作成 this.gameObject.SetActive(false); boubleTapFlag = false; }
void Start() { Debug.Log("In this scene, fastest Start is " + this.name); soundManagerGetter.getManager().playBGM(10); sVMS = staticValueManagerGetter.getManager(); int thisStoryRoute = sVMS.getStoryRoute(); int thisStoryProgress = sVMS.getStoryProgress(); int thisStoryStage = sVMS.getStoryStage(); //for debug //thisStoryProgress = 4; Debug.Log("chapter " + thisStoryProgress + " Stage" + thisStoryStage); mainFrameScript mainFrameS = this.getParentFrame().GetComponent <mainFrameScript>(); mainFrameS.createThisList(thisStoryRoute, thisStoryProgress, thisStoryStage); }
IEnumerator selectedSaveData() { boubleTapFlag = true; yield return(new WaitForSeconds(0.1f)); staticValueManagerS sSMS = staticValueManagerGetter.getManager(); //セーブデータの選択 if (selectedSaveIndex == -1) { //new Game sSMS.createNewGameData(); } else { sSMS.setSelectedSaveDat(selectedSaveIndex); } sSMS.changeScene(sceneChangeStatusEnum.dataLoading); boubleTapFlag = false; }
// Use this for initialization void Start() { //子オブジェクトの破壊 foreach (Transform n in this.transform) { GameObject.Destroy(n.gameObject); } staticValueManagerS s = staticValueManagerGetter.getManager(); if (s.getRenderingStageEffFlag() == false) { return; } sceneChangeValue scv = s.getNowSceneChangeValue(); string[] tmpStr = scv.sceneFileName.Split(new string[] { "-" }, System.StringSplitOptions.None); this.setParticle(tmpStr[0], tmpStr[1], tmpStr[2]); }
private IEnumerator missionFailure() { staticValueManagerS sVMS = staticValueManagerGetter.getManager(); //コライダーは停止 GMS.setAllCollider2DEnabale(false); yield return(new WaitForSeconds(0.1f)); Time.timeScale = 1; //パーティクルを使うため1にする GameObject tmpGO = (GameObject)Instantiate(_stageFailure); while (tmpGO != null) { yield return(null); } //ステップをリセット sVMS.addStoryProgresses(enum_StoryProgressType.Step, true); sVMS.changeScene(sceneChangeStatusEnum.gotoStageSelect); }
IEnumerator selectedSaveData() { boubleTapFlag = true; yield return(new WaitForSeconds(0.1f)); staticValueManagerS sVMS = staticValueManagerGetter.getManager(); int tmpProgress = sVMS.getStoryProgress(); switch (tmpProgress) { case 7: sVMS.addStoryProgresses(enum_StoryProgressType.Step, true); sVMS.changeScene(sceneChangeStatusEnum.gotoTalkScene); break; default: sVMS.changeScene(sceneChangeStatusEnum.gotoBattle); break; } boubleTapFlag = false; }
// Use this for initialization void Start() { Debug.Log("In this scene, fastest Start is " + this.name); sVMS = staticValueManagerGetter.getManager(); for (int loopI = 0; loopI < 9; loopI++) { bool tmpB = sVMS.getCharacterEnable(loopI); //Debug.Log(loopI + tmpB.ToString()); if (!tmpB) { _faceIconObject[loopI].SetActive(false); } } this.setRockFlag(); this.showSelectedCharaInfo(0); soundManagerGetter.getManager().playBGM(10); }
private IEnumerator stageClear() { staticValueManagerS sVMS = staticValueManagerGetter.getManager(); /* * //会話表示 * sVMS.getNowSceneChangeValue().sceneFileName = "0-1-0-3"; * GameObject tmpGO = (GameObject)Instantiate (_talkPartPerefab); * * // トークシーンが破壊されるまでループして待つ * while (tmpGO != null) { * yield return null; * } * * //引き続きコライダーは停止 * GMS.setAllCollider2DEnabale (false); * */ GameObject tmpGO; Time.timeScale = 1; //パーティクルを使うため1にする tmpGO = (GameObject)Instantiate(_stageClearCaption); while (tmpGO != null) { yield return(null); } sceneChangeValue sceneCV = sVMS.getNowSceneChangeValue(); //例外差分修正 sVMS.addStoryProgresses(enum_StoryProgressType.Step); //Debug.Log ("gotoStageSelect"); sVMS.changeScene(sceneChangeStatusEnum.gotoTalkScene); }
void Start() { sSMS = stageSelectManagerGetter.getsceneSelectManager(); sVMS = staticValueManagerGetter.getManager(); }
IEnumerator startTargetCall() { float movingFlameSec = 1.5f; float targetX = -6.3f; float targetY = 11f; float pauseFlameSec = 2f; //カメラの移動 Camera.main.transform.position = new Vector3(-8.5f, 2.5f, -20f); GMS.setAllCollider2DEnabale(false); //開始会話 staticValueManagerS sVMS = staticValueManagerGetter.getManager(); sVMS.addStoryProgresses(enum_StoryProgressType.Step); sVMS.getNowSceneChangeValue().sceneFileName = "0-6-0-1"; GameObject tmpTalkObj = (GameObject)Instantiate(_talkPartPerefab); // トークシーンが破壊されるまでループして待つ while (tmpTalkObj != null) { yield return(null); } Time.timeScale = 0f; //作戦目標 missionTargetTitleS _mTTS; GameObject missionTargetCanvas = (GameObject)Instantiate(_missionTargetPrefab); _mTTS = missionTargetCanvas.GetComponent <missionTargetTitleS> (); _mTTS._winDecision.text = "初期配置の敵を撃破せよ"; _mTTS._loseDecision.text = "部隊の全滅"; float tmpX; float tmpY; float tmpPassedSec = 0f; //最初のウェイト tmpPassedSec = 0f; while (tmpPassedSec < 1.5f) { yield return(null); tmpPassedSec += Time.fixedDeltaTime; } /* * * //目標地点までの移動 * tmpPassedSec = 0f; * while(tmpPassedSec < movingFlameSec){ * yield return null; * * tmpPassedSec += Time.fixedDeltaTime; * * tmpX = (targetX / movingFlameSec) * Time.fixedDeltaTime; * tmpY = (targetY / movingFlameSec) * Time.fixedDeltaTime; * * tmpX += Camera.main.transform.position.x; * tmpY += Camera.main.transform.position.y; * * Camera.main.transform.position = new Vector3(tmpX, tmpY, -20f); * } * * // 作戦目標を見せるWait * _mTTS.startArrowMotion (pauseFlameSec); * * tmpPassedSec = 0f; * while(tmpPassedSec < pauseFlameSec){ * yield return null; * * tmpPassedSec += Time.fixedDeltaTime; * } * * * float returnTime = 3f; * * //スタート位置にカメラを戻す * tmpPassedSec = 0f; * while(tmpPassedSec < (movingFlameSec / returnTime)){ * yield return null; * * tmpPassedSec += Time.fixedDeltaTime; * * tmpX = (targetX / movingFlameSec) * Time.fixedDeltaTime * -1f * returnTime; * tmpY = (targetY / movingFlameSec) * Time.fixedDeltaTime * -1f * returnTime; * * tmpX += Camera.main.transform.position.x; * tmpY += Camera.main.transform.position.y; * * Camera.main.transform.position = new Vector3(tmpX, tmpY, -20f); * } * */ //パーティクルを使うので時間開始 Time.timeScale = 1f; GameObject tmpGO = (GameObject)Instantiate(_battleStartCaption); Destroy(missionTargetCanvas); // スタートキャプションが消えるまで待つ while (tmpGO != null) { // トークシーンが破壊されるまでループして待つ yield return(null); } GMS.setAllCollider2DEnabale(true); }
void Start() { sSMS = staticValueManagerGetter.getManager(); }
void Start() { tapS = this.GetComponent <tapedObjectMotion>(); sSMS = staticValueManagerGetter.getManager(); }
// Use this for initialization void Start() { fIC = this.transform.parent.GetComponentInChildren <faceIconController> (); tObj = this.GetComponent <tapedObjectMotion> (); sVMS = staticValueManagerGetter.getManager(); }
private void createSaveDataNode(int argsSaveIndx) { int tmpStoryProgress; staticValueManagerS sVMS = staticValueManagerGetter.getManager(); //ストーリー進捗の取得 tmpStoryProgress = sVMS.getStoryProgress_pinpoint(argsSaveIndx); //最大レベルキャラの取得 saveCharaValueClass retCharaData = sVMS.getSaveChara_MaxLevel(argsSaveIndx); string charaName = ""; switch (retCharaData.Number) { case 0: charaName = "エンジュ"; break; case 1: charaName = "シュスラン"; break; case 2: charaName = "スズシロ"; break; case 3: charaName = "アカネ"; break; case 4: charaName = "ホオズキ"; break; case 5: charaName = "モクレン"; break; case 6: charaName = "サクラ"; break; case 7: charaName = "シオン"; break; case 8: charaName = "ヒイラギ"; break; } string setTxt = "SaveDate" + (argsSaveIndx + 1) + "\n Chapter " + (long)tmpStoryProgress + "\n " + charaName + " Level " + retCharaData.level.ToString("0"); if (tmpStoryProgress == 0) { //newGameの場合は上書き setTxt = "SaveDate" + (argsSaveIndx + 1) + "\n 始めから"; } switch (argsSaveIndx) { case 0: _nodeTxt01.text = setTxt; break; case 1: _nodeTxt02.text = setTxt; break; default: _nodeTxt03.text = setTxt; break; } }