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GameScene.cs
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GameScene.cs
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/// <summary>
/// 番場宥輝
/// 福永理絵
/// </summary>
#define _DEBUG
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// ゲームシーンの初期化
/// </summary>
public class GameScene :IScene {
//Hide variable
private int StartTimer;
Player player;
MainCamera mainCamera;
CameraParent cameraParent; //追加
StartEvent startEvent; //追加
ReadyGo readyGo;
/// <summary>
/// 初期化
/// </summary>
void IScene.Initialize()
{
AudioManager.Instance.FadeIn((int)SceneController.Instance.FadeTime);
AudioManager.Instance.Play(AudioManager.SE.GameStart);
AudioManager.Instance.Play(AudioManager.BGM.Game);
StartTimer = 90;
StatusManager.ClearMinitue = 0;
StatusManager.ClearSecond = 0;
StatusManager.Start_Camera_End = false;
StatusManager.Start_Camera_Skip = false;
StatusManager.Player_Inoperable_Time = 0;
BulletManager.Instance.Initialize();
EnemyManager.Instance.MyStart();
if (player == null)
{
player =UnityEngine.GameObject.FindObjectOfType<Player>();
}
player.Initialized();
Debug.Log("name=" + player.gameObject);
if (Timer.Instance == null)
{
Timer.Instance = UnityEngine.GameObject.FindObjectOfType<Timer>();
}
Timer.Instance.MyStart();
if (mainCamera == null)
{
mainCamera = UnityEngine.GameObject.FindObjectOfType<MainCamera>();
}
mainCamera.Initialize();
//追加
if (cameraParent == null)
{
cameraParent = UnityEngine.GameObject.FindObjectOfType<CameraParent>();
}
cameraParent.Initialize();
if (startEvent == null)
{
startEvent = UnityEngine.GameObject.FindObjectOfType<StartEvent>();
}
startEvent.Initialize();
if (readyGo == null)
{
readyGo = UnityEngine.GameObject.FindObjectOfType<ReadyGo>();
}
readyGo.Initialize();
}
/// <summary>
/// 更新
/// </summary>
void IScene.Update()
{
if(StartTimer > 0)
{
StartTimer--;
StatusManager.StartTimer = StartTimer;
}
//キャンセルボタンで一番初めのカメラをスキップする
if (Input.GetButtonDown("Cancel") && !StatusManager.Start_Camera_End)
{
//StatusManager.Player_Inoperable_Time = (int)(60 * 2.5f);
StatusManager.Start_Camera_Skip = true;
}
//スタート時のカメラ時の操作不可能時間を減らしていく
if (StatusManager.Player_Inoperable_Time > 0)
{
StatusManager.Player_Inoperable_Time--;
}
cameraParent.MyUpdate(); //追加
player.MyUpdate();
mainCamera.MyUpdate();
startEvent.MyUpdate();
readyGo.MyUpdate();
Timer.Instance.MyUpdate();
EnemyManager.Instance.MyUpdate();
BulletManager.Instance.MyUpdate();
Debug.Log("ゲームシーンの更新");
#if _DEBUG
//-------------------------------------------------------------
/* デバッグ */
//タイトルへ
if (Input.GetKeyDown(KeyCode.Escape))
{
SceneController.Instance.LoadLevelFade(new TitleScene());
}
//リザルトへ
if (Input.GetKeyDown(KeyCode.Return))
{
SceneController.Instance.LoadScene(new ResultScene());
}
//-------------------------------------------------------------
#endif
//ゲームクリア
if (IsGameClear())
{
StatusManager.ClearMinitue = Timer.Instance.m_iTimeCntMin;
StatusManager.ClearSecond = Timer.Instance.m_iTimeCntSec;
StatusManager.ClearFrame = Timer.Instance.m_fFrameCnt;
AudioManager.Instance.FadeOut((int)SceneController.Instance.FadeTime);
SceneController.Instance.LoadScene(new ResultScene());
}
//ゲームオーバー
if (IsGameOver())
{
AudioManager.Instance.FadeOut((int)SceneController.Instance.FadeTime);
SceneController.Instance.LoadScene(new GameOverScene());
}
}
/// <summary>
/// 解放
/// </summary>
void IScene.Release()
{
UnityEngine.GameObject.Destroy(EnemyManager.Instance.gameObject);
}
/// <summary>
/// ゲームオーバー判定
/// </summary>
/// <returns></returns>
private bool IsGameOver()
{
return player.Dead();
}
/// <summary>
/// ゲームクリア判定
/// </summary>
/// <returns></returns>
private bool IsGameClear()
{
return player.Clear();
}
}