private void Start() { PracticalPlayers = DebugModeGame.GetProperty().m_debugMode ? DebugModeGame.GetProperty().m_debugPlayerNum : MaxPlayers; GameObject ParentCursor = GameObject.Find("Cursors(Clone)"); for (int i = 0; i < MaxPlayers; i++) { if (i < PracticalPlayers) { targetCursor[i] = ParentCursor.transform.GetChild(i).GetComponent <Cursor>(); } else { ParentCursor.transform.GetChild(i).gameObject.SetActive(false); } } gameController = GameObject.FindObjectOfType <GameController>(); if (gameController == null) { Debug.LogError("Gamecontrollerがシーンにありません"); } myInputManager = GameObject.FindObjectOfType <MyInputManager>(); if (myInputManager == null) { Debug.LogError("MyInputManagerがシーンにありません"); } g_UI = GameObject.Find("GameUI"); _slider_Background = g_UI.transform.GetChild(0).transform.GetChild(3).transform.GetChild(0).gameObject; _slider_Fillarea = g_UI.transform.GetChild(0).transform.GetChild(3).transform.GetChild(1).gameObject; timer = GameObject.FindObjectOfType <StartTimer>(); }
// Update is called once per frame void Update() { if (DebugModeGame.GetProperty().m_debugPlayerEnable) { return; } Debug.Log(m_state); switch (m_state) { case EState.Start: StartUpdate(); break; case EState.Wait: WaitUpdate(); break; case EState.Main: MainUpdate(); break; case EState.Finish: FinishUpdate(); break; case EState.End: RestartConfirmation(); break; } }
void MainUpdate() { int deadNum = 0; int playerNum = DebugModeGame.GetProperty().m_debugMode ? DebugModeGame.GetProperty().m_debugPlayerNum : m_playerNum; for (int i = 0; i < playerNum; ++i) { #region 旧Dead //if(m_playerObj[i] == null) //{ // deadNum++; // continue; //} //if (m_playerObj[i].IsDead()) //{ // deadNum++; //} #endregion if (!m_playerObj[i].gameObject.activeSelf) { deadNum++; } } if (deadNum >= playerNum - 1) { m_state = EState.Finish; } }
void WaitUpdate() { int playerNum = DebugModeGame.GetProperty().m_debugMode ? DebugModeGame.GetProperty().m_debugPlayerNum : m_playerNum; Debug.Log("参加人数" + m_playerObj.Count); if (m_playerObj.Count != playerNum) { return; } for (int i = 0; i < playerNum; ++i) { if (!m_playerObj[i].IsWait() && !m_playerObj[i].IsDead()) { return; } } m_state = EState.Main; SetPlayerBothCollider(true); // プレイヤー同士の当たり判定有効化 for (int i = 0; i < playerNum; ++i) { m_playerObj[i].PlayStart(); } Debug.Log("ゲームスタート"); }
// Use this for initialization void Start() { if (DebugModeGame.GetProperty().m_debugPlayerEnable) { m_state = EState.Main; } m_gameSceneController = gameObject.GetComponent <GameSceneController>(); m_costManager = FindObjectOfType <CostManager>(); SetPlayerBothCollider(false); // プレイヤー同士の当たり判定無効化 }
private void Start() { if (m_rankingInGame == null) { m_rankingInGame = FindObjectOfType <RankingInGame>(); } if (m_crushPointManager == null) { m_crushPointManager = FindObjectOfType <CrushPointManager>(); } m_restrictionNum = DebugModeGame.GetProperty().m_debugMode ? DebugModeGame.GetProperty().m_debugPlayerNum - 1 : 6 - 1; }
// Use this for initialization void Start() { //gameController = DebugModeGame debugModeGame = gameControllerObj.GetComponent <DebugModeGame>(); if (!(debugModeGame.m_debugMode.m_debugMode && debugModeGame.m_debugMode.m_debugstageCreate)) { Stages = SelectingStage.Colloseum; } Load(); }
private void Start() { frame = 0; m_state = EState.InitDisplayLoad; BgmSet(); fadeController = FindObjectOfType <FadeController>(); m_stageCreater = FindObjectOfType <StageCreate>(); m_LoadCreater = FindObjectOfType <LoadCreate>(); m_LoadScript = FindObjectOfType <LoadScript>(); armatureSave = FindObjectOfType <ArtArmatureSave>(); MaxPlayer = DebugModeGame.GetProperty().m_debugMode ? DebugModeGame.GetProperty().m_debugPlayerNum : 6; StDownflg = false; }
private void OnTriggerEnter(Collider other) { //吹っ飛び中に地面に当たると吹っ飛び状態解除 if (DebugModeGame.GetProperty().m_debugMode&& DebugModeGame.GetProperty().m_debugPlayerEnable) { return; } if (m_state != EState.Init) { return; } if (LayerMask.LayerToName(other.gameObject.layer) != "Ground") { return; } m_state = EState.Wait; // Destroy(GetComponent<BoxCollider>()); }
void Update() { for (int i = 0; i < PracticalPlayers; i++) { if (targetCursor[i] == null) { continue; } if (useInitialAngle) { cannon.SetTargetWithAngle(targetCursor[i].transform.position, initialFireAngle, i); } else { cannon.SetTargetWithSpeed(targetCursor[i].transform.position, initialFireSpeed, useLowAngle, i); } if (targetCursor[i].FireFlg) { if (timer.TimerFinishflg) { gameController.AddPlayer(cannon.FireHuman(i)); targetCursor[i].FireFlg = false; _slider_Background.gameObject.SetActive(false); _slider_Fillarea.gameObject.SetActive(false); DeleteCursor(i); } } // デバッグ用射出 if (DebugModeGame.GetProperty().m_debugMode&& DebugModeGame.GetProperty().m_Injection > i) { if (Input.GetButtonDown("Injection_" + (i + 1).ToString())) { gameController.AddPlayer(cannon.FireHuman(i)); targetCursor[i].FireFlg = false; DeleteCursor(i); } } } //timeOfFlightText.text = Mathf.Clamp(cannon.lastShotTimeOfFlight - (Time.time - cannon.lastShotTime), 0, float.MaxValue).ToString("F3"); }
// Update is called once per frame void Update() { if (DebugModeGame.GetProperty().m_debugMode) { if (DebugModeGame.GetProperty().m_controllerDisable) { return; } } var stick = Input.GetJoystickNames(); //Debug.Log("コントローラー接続台数:" + stick.Length); int num = 0; int directNum = 0; for (int i = 0; i < stick.Length; ++i) { name[i] = stick[i]; if (!string.IsNullOrEmpty(stick[i])) { num++; if (stick[i] == controllerName) { directNum++; //input[directNum - 1].JoystickNum = i+1; joysticks[directNum - 1] = i + 1; } } } Debug.Log("動的接続:" + directNum); if (directNum == 6) { m_isAllConnectFlag = true; } else { m_isAllConnectFlag = false; } }
// Update is called once per frame void Update() { if (DebugModeGame.GetProperty().m_debugMode) { if (DebugModeGame.GetProperty().m_controllerDisable) { return; } } var stick = Input.GetJoystickNames(); //Debug.Log("コントローラー接続台数:" + stick.Length); int num = 0; int directNum = 0; for (int i = 0; i < joysticks.Length; ++i) { //if(name[i] != stick[i]) //name[i] = stick[i]; if (!string.IsNullOrEmpty(stick[i])) { // 文字列にコントローラ名がある if (stick[i] == controllerName) { num++; directNum++; joysticks[directNum - 1] = i + 1; IsConnectFlgs[num - 1] = true; } } else { // 前フレームのコントローラ情報と比較 if (name[i] == stick[i]) { num++; IsConnectFlgs[num - 1] = false; } } name[i] = stick[i]; } // どこか抜けてないか確認 /* * int diffNum = 0; * int maxNum = 0; * int lastcount = 0; * for (int i = 0; i < oldJoysticks.Length; i++) * { * maxNum = i + 1 + diffNum; * if (maxNum > 6) maxNum = 6; * if (joysticks[i] == 6) lastcount++; * if (joysticks[i] != maxNum) * { * m_disconnectedNum.Add(i + 1); * diffNum++; * } * } * Debug.Log("mmmm" + lastcount); * Debug.Log("llll" + m_disconnectedNum.Count); */ for (int i = 0; i < IsConnectFlgs.Length; ++i) { // falseの時(i+1)= playerIDをリストに追加 if (!IsConnectFlgs[i]) { m_disconnectedNum.Add(i + 1); } } Debug.Log("動的接続:" + directNum); if (directNum == 6) { m_isAllConnectFlag = true; canvasInterruption.OnConnectedReady(); } else { m_isAllConnectFlag = false; canvasInterruption.OnDisconnected(m_disconnectedNum); } m_disconnectedNum.Clear(); }
// Use this for initialization void Start() { /* * // デフォルトの肌の色の数値を代入する * SaveColor = new Color(1.0f, 0.78f, 0.55f, 1.0f); * // 色が変わった状態でHumanが無くなるとMaterialが変更されてままになるので生成時に初期色入れておく * Hand_R.color = SaveColor; * Hand_L.color = SaveColor; * Calf_R.color = SaveColor; * Calf_L.color = SaveColor; */ m_state = EState.Init; m_hitReceivePlayerID = PlayerID; InputName[0] = "Horizontal_Player"; InputName[1] = "Vertical_Player"; InputName[2] = "A_Player"; InputName[3] = "B_Player"; InputName[4] = "X_Player"; InputName[5] = "Y_Player"; myInputManager = FindObjectOfType <MyInputManager>(); if (myInputManager == null) { Debug.LogError("MyInputManagerがシーンに存在しません"); } m_crushPointManager = FindObjectOfType <CrushPointManager>(); if (m_crushPointManager == null) { Debug.LogError("CrushPointManagerがシーンに存在しません。"); } // 手足伸ばすスクリプト m_extendAndShrink = GetComponent <PlayerExtendAndShrink>(); if (m_extendAndShrink == null) { Debug.LogError("PlayerExtendAndShrinkをアタッチしてください。"); } // 移動処理スクリプト m_moving = GetComponent <PlayerMoving>(); if (m_moving == null) { Debug.LogError("PlayerMovingをアタッチしてください。"); } // プレイヤーカメラスクリプト P_Camera = GetComponent <PlayerCamera>(); if (P_Camera == null) { Debug.LogError("PlayerCameraをアタッチしてください。"); } // 地面とのRayの処理スクリプト if (m_ray == null) { Debug.LogError("PlayerRayをセットしてください。"); } // パーツスケールのスクリプト m_parts = GetComponent <PartsScale>(); if (m_parts == null) { Debug.LogError("PartsScaleをアタッチしてください。"); } if (!DebugModeGame.GetProperty().m_debugMode) { return; } // デバッグモードONの時の設定 if (DebugModeGame.GetProperty().m_debugPlayerEnable) { m_state = EState.Idle; } if (DebugModeGame.GetProperty().m_controllerDisable) { myInputManager.joysticks[m_playerID - 1] = m_playerID; } }