// Start is called before the first frame update void Start() { forwardRotationAngle = 1.0f; ethenAnimator = GetComponent <Animator>(); SelectedDanceMove = DanceMoves.None; IsFighting = false; }
void battle() { takePositionTime -= Time.deltaTime; if (takePositionTime <= 0) { if (currentDancer.danced == false) { currentDancer.anim.SetTrigger(currentDancer.danceName); currentDancer.danced = true; } else { waitingTime -= Time.deltaTime; if (waitingTime <= 0) { waitingTime = 3; stepCount++; currentDancer.icon.sprite = blank; if (stepCount > 3) { Stop = true; stepCount = 0; GoToTheNextDancer(); return; } //元のステップといつも違うように bool isDifferent = false; DanceMoves m = DanceMoves.ballerin; int rnd = 0; while (!isDifferent) { //chose in enum class rnd = UnityEngine.Random.Range(0, 3); //convert int in enum m = (DanceMoves)rnd; if (m != lastMoves) { isDifferent = true; lastMoves = m; } } //add to moves list currentDancer.phaseMoves.Add(m); //change icon currentDancer.icon.sprite = icons[rnd]; danceMessage(stepCount); } } } }
//正しければポイントを貰う public void SendDanceMovement(DanceMoves mov) { string m = ""; choseIndex++; switch (choseIndex) { case 0: m = "正解"; break; case 1: m = "もう一回"; break; case 2: m = "いい感じ"; break; } if (choseIndex > currentDancer.phaseMoves.Count) { return; } if (currentDancer.phaseMoves[choseIndex] == mov) { StartCoroutine(writeMessage(m)); if (choseIndex == 2) { foreach (var s in stepSelectors) { s.gameObject.SetActive(false); } player.GetComponent <Animator>().SetTrigger(currentDancer.danceName); EffectDirector.instance.generatePopUp(300); Invoke("goBack", 10); } } else { //そうではない場合は、出る StartCoroutine(writeMessage("間違いました、残念です")); foreach (var s in stepSelectors) { s.gameObject.SetActive(false); } goBack(); } }
void battle() { takePositionTime -= Time.deltaTime; if (takePositionTime <= 0) { if (currentDancer.danced == false) { currentDancer.anim.SetTrigger(currentDancer.danceName); currentDancer.danced = true; } else { waitingTime -= Time.deltaTime; if (waitingTime <= 0) { waitingTime = 3; stepCount++; currentDancer.icon.sprite = blank; if (stepCount > 3) { Stop = true; stepCount = 0; GoToTheNextDancer(); return; } //chose in enum class int rnd = UnityEngine.Random.Range(0, 3); //convert int in enum DanceMoves m = (DanceMoves)rnd; //add to moves list currentDancer.phaseMoves.Add(m); //change icon currentDancer.icon.sprite = icons[rnd]; danceMessage(stepCount); } } } }
public void SetDanceMove(int danceMove) { SelectedDanceMove = (DanceMoves)danceMove; }