//---------------------------------------- // 扉ノックするイベント //---------------------------------------- void Nock_Ivent(Knock_Order order_num) { if (kncok_f) { kncok_f = false; knock[(int)order_num].knock_num++; } if ((Input.GetKey(KeyCode.KeypadEnter) || Input.GetButton("Botton_B")) && AudioManager.Instance.PlaySE_End()) { AudioManager.Instance.PlaySE("nock"); kncok_f = true; order = order_num; } }
//--------------------------------------- // 初期化 //--------------------------------------- void Start() { transform.position.Set(transform.position.x, 1, transform.position.z);//後で直す param = new P_param(); param.pos = transform.position; for (int i = 0; i < knock.Length; i++) { knock[i] = new Door_Knock(); knock[i].knock_num = 0; } kncok_f = false; light.intensity = 0.6f; SetColor(over_fade, 1, 1, 1, 0); SetColor(next_clear, 1, 1, 1, 0); order = Knock_Order.NONE_DOOR; }
void Ivent() { for (int i = 0; i < knock.Length; i++) { if (knock[i].knock_num == 1) { knock[i].b_knock = true; } else { knock[i].b_knock = false; } } switch (order) //順番通りに扉をたたく(1->2->3->0) { case Knock_Order.DOOR_0: //一番最後の扉 if (!knock[0].b_knock && knock[1].b_knock && knock[2].b_knock && knock[3].b_knock) { next = Game_Next.CLEAR; b_next = true; } else { order = Knock_Order.DOOR_FALSE; } break; case Knock_Order.DOOR_1: //一番最初に叩くドア if (!knock[0].b_knock && !knock[1].b_knock && !knock[2].b_knock && !knock[3].b_knock) { order = Knock_Order.NONE_DOOR; } else { order = Knock_Order.DOOR_FALSE; } break; case Knock_Order.DOOR_2: //二番目に叩くドア if (!knock[0].b_knock && knock[1].b_knock && !knock[2].b_knock && !knock[3].b_knock) { order = Knock_Order.NONE_DOOR; } else { order = Knock_Order.DOOR_FALSE; } break; case Knock_Order.DOOR_3: //三番目に叩くドア if (!knock[0].b_knock && knock[1].b_knock && knock[2].b_knock && !knock[3].b_knock) { order = Knock_Order.NONE_DOOR; } else { order = Knock_Order.DOOR_FALSE; } break; case Knock_Order.DOOR_FALSE: //失敗した場合 b_next = true; next = Game_Next.OVER; break; case Knock_Order.NONE_DOOR: break; } }