// Update is called once per frame void Update() { if (modeManager == null) { return; } //火が付く条件 if (modeManager.NowOutMode() == Osha1 && ignitStatus.GetIgnit() || modeManager.NowOutMode() == Osha2 && ignitStatus.GetIgnit()) { //着火してる時に //外周部が0度の時 1 //外周部が90度の時 2 //外周部が180度の時 3 //外周部が-90度の時 4 if (modeManager.NowInMode() == Isha1 && ignitStatus.GetIgnit() || modeManager.NowInMode() == Isha2 && ignitStatus.GetIgnit()) { GetComponent <Renderer>().material = flameMat; ignitStatus.SetIgnit(true); } } }
// Update is called once per frame void Update() { if (modeManager == null) { return; } before_mode = mode; mode = modeManager.NowInMode(); if (before_mode != mode) { TargetRotate(modeManager.GetRight1Left2()); } ChangeRotate(); }
// Update is called once per frame void Update() { //着いてるべきところが着いているか for (int i = 0; i < FirePedestals.Count; i++) { if (!FirePedestals[i].GetIgnit() || FireSizeList[i] != FirePedestals[i].GetFireSize()) { ClearCanvas.SetActive(false); return; } } //消えてるべきところが消えてるか for (int i = 0; i < ClearPedestals.Count; i++) { if (ClearPedestals[i].GetIgnit()) { ClearCanvas.SetActive(false); return; } } //外のクリアの設定 int clear = modeManager.NowInMode() + clearNum; if (clear > 4) { clear -= 4; } //内外のクリアの判定 switch (modeManager.NowInMode()) { case 1: if (modeManager.NowOutMode() != clear) { ClearCanvas.SetActive(false); return; } break; case 2: if (modeManager.NowOutMode() != clear) { ClearCanvas.SetActive(false); return; } break; case 3: if (modeManager.NowOutMode() != clear) { ClearCanvas.SetActive(false); return; } break; case 4: if (modeManager.NowOutMode() != clear) { ClearCanvas.SetActive(false); return; } break; default: break; } ClearCanvas.SetActive(true); //SceneManager.LoadSceneAsync(nextSceneNum); }
// Update is called once per frame void Update() { //着火時 if (ignitStatus.GetIgnit()) { //外1の時 if (modeManager.NowInMode() == 1) { //内が switch (modeManager.NowOutMode()) { case 1: Shadow1.gameObject.SetActive(true); Shadow2.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; case 2: Shadow2.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; case 3: Shadow3.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; case 4: Shadow4.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); break; } } //内2の時 if (modeManager.NowInMode() == 2) { //外が switch (modeManager.NowOutMode()) { case 1: Shadow4.gameObject.SetActive(true); Shadow3.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow1.gameObject.SetActive(false); break; case 2: Shadow1.gameObject.SetActive(true); Shadow2.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; case 3: Shadow2.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); break; case 4: Shadow3.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; } } //外3の時 if (modeManager.NowInMode() == 3) { //内が switch (modeManager.NowOutMode()) { case 1: Shadow3.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; case 2: Shadow4.gameObject.SetActive(true); Shadow3.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow1.gameObject.SetActive(false); break; case 3: Shadow1.gameObject.SetActive(true); Shadow2.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; case 4: Shadow2.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; } } //外4の時 if (modeManager.NowInMode() == 4) { //内が switch (modeManager.NowOutMode()) { case 1: Shadow2.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); break; case 2: Shadow3.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; case 3: Shadow4.gameObject.SetActive(true); Shadow2.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow1.gameObject.SetActive(false); break; case 4: Shadow1.gameObject.SetActive(true); Shadow2.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; } } } else if (!ignitStatus.GetIgnit()) { Shadow1.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); } }