//受けっとたアニメーションのフラグを立てる。※立てるだけなので、終了判定などは一切しておりません。 public void PlayingExtraAnimation(ExtraAnimator.Animation animation) { switch (animation) { case Animation.ScreenOpen: _screen_animation._open_screen_animation = true; break; case Animation.ScreenClose: _screen_animation._close_screen_animation = true; break; case Animation.BrunchButtonGenerate: //_brunch_button.FlagManage (BrunchButtonGenerator()); StartCoroutine (BrunchButtonGenerator()); Debug.Log ("分岐!!!"); break; case Animation.BobChangeFat: _changebob_animation.DoAnimation (); break; case Animation.DropLight: _light_create._doPlay_LightDrop = true; break; case Animation.GotoResult: StartCoroutine (GotoResult()); break; case Animation.JustWaitScreenDelete: var flyfaceAnimation = FindObjectOfType<FlyingFace>(); StartCoroutine(flyfaceAnimation.WaitScreenDelete()); break; } }
public Scenariodate(string text_date,float time ,Route next_route = Route.Main, CharacterAnimator.Animation jony_animation = CharacterAnimator.Animation.UpScaling, CharacterAnimator.Animation abery_animation = CharacterAnimator.Animation.UpScaling, CharacterAnimator.State jony_state = CharacterAnimator.State.Normal, CharacterAnimator.State abery_state = CharacterAnimator.State.Normal, int camera_number = -1, CameraAnimator.Animation camera_animation = CameraAnimator.Animation.Null, ExtraAnimator.Animation extra_animation = ExtraAnimator.Animation.NULL, SEManager.SE se_petern = SEManager.SE.NoSound) { this._text_date = text_date; this._next_route = next_route; this._time = time; this._jony_animation = jony_animation; this._jony_state = jony_state; this._abery_animation = abery_animation; this._abery_state = abery_state; this._camera_number = camera_number; this._camera_animation = camera_animation; this._extra_animation = extra_animation; this._se_pertern = se_petern; }
// Use this for initialization void Start () { Jony = (GameObject.FindGameObjectWithTag ("Jony")).GetComponent<CharacterAnimator>(); Abery = GameObject.FindGameObjectWithTag ("Abery").GetComponent<CharacterAnimator>(); _extra_animator = GameObject.FindObjectOfType<ExtraAnimator> (); _scenario_text = GameObject.FindObjectOfType<ScenarioText> (); _view_camera = GameObject.FindObjectOfType<ChangeCamera> (); _camera_animator = GameObject.FindObjectOfType<CameraAnimator> (); _cv_reference = GameObject.FindObjectOfType<CVManager> (); _se_reference= GameObject.FindObjectOfType<SEManager> (); _start_count = GameObject.FindObjectOfType<StartCount> (); Style = new GUIStyle(); State = new GUIStyleState(); //CSVデータから、ルートごとに分けてテキストデータ等を読み込む var MasterTable = new CSVMasterTable(); MasterTable.Load(); foreach (var Master in MasterTable.All) { //一度データを取り出す。 Scenariodate data = new Scenariodate ( Master.Scenario, Master.WatchTime, (Route)Master.NextRoute, Master.JonyAnimation, Master.AberyAnimation, Master.JonyState, Master.AberyState, Master.CameraNumber,Master.CameraAnimation, Master.ExtraAnimation,Master.SEPetern); //ルートにあわせて保存 switch ((Route)Master.CurrentRoute) { case Route.Main: _Main.Add (data); break; case Route.A: _A.Add(data); break; case Route.B: _B.Add(data); break; case Route.C: _C.Add(data); break; } } // _A.Add(new Scenariodate("ENDTEXT",0,Route.Main)); //_B.Add(new Scenariodate("ENDTEXT",0,Route.Main)); //_C.Add(new Scenariodate("ENDTEXT",0,Route.Main)); _cv_reference.Init(); _next_route = Route.NULL; _do_skip_text = false; //UpdateScenerio (Route.Main); }