protected override void Update() { base.Update(); // ESC if (Input.GetKeyDown(KeyCode.Escape)) { Debug.Log("press key ESC : Application Quit"); DebugConsole.Log("press key ESC : Application Quit"); if (Application.platform != RuntimePlatform.WindowsEditor) { // アプリケーション終了 Application.Quit(); } } // D if (Input.GetKeyDown(KeyCode.D)) { Debug.Log("press key D : Visible Debug View"); DebugConsole.Log("press key D : Visible Debug View"); // デバッグ表示のトグル DebugManager debugManager = AppMain.Instance.debugManager; debugManager.IsDebug = !debugManager.IsDebug; debugManager.ToggleShowDebugView(); } // C if (Input.GetKeyDown(KeyCode.C)) { Debug.Log("press key C : Clear DebugConsole"); DebugConsole.Log("press key C : Clear DebugConsole"); // デバッグコンソールのクリア DebugConsole.Clear(); } // G if (Input.GetKeyDown(KeyCode.G)) { Debug.Log("press key G : System GC Collect"); DebugConsole.Log("press key G : System GC Collect"); // 強制CG System.GC.Collect(); } // R if (Input.GetKeyDown(KeyCode.R)) { Debug.Log("press key R : Reload ApplicationSetting"); DebugConsole.Log("press key R : Reload ApplicationSetting"); // 設定ファイルの再読み込み ApplicationSetting.Instance.LoadXML(); } // Space if (Input.GetKeyDown(KeyCode.Space)) { Debug.Log("press key Space : Change Stage"); DebugConsole.Log("press key Space : Change Stage"); // ステージの変更 SceneStateManager sceneStateManager = AppMain.Instance.sceneStateManager; TimeManager timeManager = AppMain.Instance.timeManager; if (sceneStateManager.CurrentState == SceneStateManager.SceneState.STARTUP) { sceneStateManager.ChangeState(SceneStateManager.SceneState.WAIT); } else if (sceneStateManager.CurrentState == SceneStateManager.SceneState.WAIT) { sceneStateManager.ChangeAsyncState(SceneStateManager.SceneState.PLAY); } else if (sceneStateManager.CurrentState == SceneStateManager.SceneState.PLAY) { timeManager.mainTimer.StartTimer(ApplicationSetting.Instance.GetInt("GameTime")); } else if (sceneStateManager.CurrentState == SceneStateManager.SceneState.RESULT) { sceneStateManager.ChangeAsyncState(SceneStateManager.SceneState.WAIT); } } }