/// <summary>食糧取得or損失アニメーション</summary> public static void getFood(PlayerStatusDisplay aDisplay, int aFood, Action aCallback) { TextMesh tMesh = MyBehaviour.create <TextMesh>(); tMesh.text = (aFood >= 0 ? "+" : "") + aFood.ToString(); tMesh.name = "getFoodMesh : " + tMesh.text; tMesh.fontSize = 100; tMesh.characterSize = 0.04f; tMesh.anchor = TextAnchor.MiddleLeft; tMesh.transform.position = new Vector3(aDisplay.positionX - 0.6f, aDisplay.positionY - 0.1f, -20); Vector2 tDirection; if (aFood >= 0) { //取得 tMesh.color = new Color(0, 1, 1); tDirection = new Vector2(0, 0.3f); } else { //損失 tMesh.color = new Color(1, 0, 0); tDirection = new Vector2(0, -0.3f); } MyBehaviour tBehaviour = tMesh.gameObject.AddComponent <MyBehaviour>(); tBehaviour.moveBy(tDirection, 1.2f, () => { tBehaviour.delete(); aCallback(); }); }
void Start() { input = GetComponent <InputRouter>(); playerMovement = GetComponent <PlayerMovement>(); playerStatusDisplay = transform.Find("StatusCanvas")?.GetComponent <PlayerStatusDisplay>(); Mana = startMana; }
void Start() { input = GetComponent <InputRouter>(); tintManager = GetComponent <TintManager>(); playerStatusDisplay = transform.Find("StatusCanvas")?.GetComponent <PlayerStatusDisplay>(); playerStatusDisplay.Life = Life; playerStatusDisplay.Player = "P" + input.PlayerId; // Life = lifeBase; }
// Use this for initialization virtual protected void Start() { input = GetComponent <InputRouter>(); playerId = input.PlayerId; playerMovement = GetComponent <PlayerMovement>(); playerMana = GetComponent <PlayerMana>(); animationManager = GetComponent <AnimationManager>(); playerCondition = GetComponent <PlayerCondition>(); tintManager = GetComponent <TintManager>(); playerStatusDisplay = transform.Find("StatusCanvas")?.GetComponent <PlayerStatusDisplay>(); // Debug.Log("playerstatusdisplau" + playerStatusDisplay); }
//情報の初期表示 public void initialize(List <PlayerStatus> aStatus) { mDisplays = new List <PlayerStatusDisplay>(); foreach (PlayerStatus tStatus in aStatus) { if (tStatus == null) { mDisplays.Add(null); continue; } PlayerStatusDisplay tDisplay = GameObject.Instantiate(Resources.Load <PlayerStatusDisplay>("prefabs/game/player/playerStatusDisplay")); tDisplay.setStatus(tStatus); tDisplay.position2D = getDisplayPosition(tStatus.mPlayerNumber - 1); tDisplay.positionZ = tStatus.mPlayerNumber; mDisplays.Add(tDisplay); } }
public static PlayerStatusDisplay[] placePlayerStatus(StageData aData) { //プレイヤー情報の入れ物 MyBehaviour tStatusContainer = MyBehaviour.create <MyBehaviour>(); tStatusContainer.name = "playerStatusContainer"; tStatusContainer.positionZ = -10; List <Vector2> tPositions = aData.mPlayerStatusPosition; PlayerStatusDisplay[] tDisplay = new PlayerStatusDisplay[tPositions.Count]; PlayerStatusDisplay tPrefab = Resources.Load <PlayerStatusDisplay>("prefab/game/playerStatus"); for (int i = 0; i < tPositions.Count; i++) { tDisplay[i] = GameObject.Instantiate <PlayerStatusDisplay>(tPrefab); tDisplay[i].position2D = tPositions[i]; tDisplay[i].positionZ = i; tDisplay[i].transform.SetParent(tStatusContainer.transform, false); } return(tDisplay); }