예제 #1
0
    // Update is called once per frame
    void Update()
    {
        m_Pos.SetPosition(transform.position);

        float horizontal = CrossPlatformInputManager.GetAxisRaw("Horizontal");
        float vertical   = CrossPlatformInputManager.GetAxisRaw("Vertical");
        bool  boJump     = CrossPlatformInputManager.GetButton("Jump");

        if (Input.GetKey(KeyCode.RightArrow))
        {
            m_Pos.AddPositionX(0.1f);
        }
        else if (Input.GetKey(KeyCode.LeftArrow))
        {
            m_Pos.AddPositionX(-0.1f);
        }

        //シーン切り替え
        if (Input.GetKeyDown(KeyCode.X))
        {
            SceneManager.LoadSceneAsync("GameMain");
        }

        TouchInfo info = AppUtil.GetTouch();

        if (Input.GetKey(KeyCode.Z) || boJump)
        {
            for (int i = 0; i < 100; i++)
            {
                if (obj[i] == null)
                {
                    obj[i] = mRes.CreateInstantiate("Sphere") as GameObject;
                    break;
                }
            }
        }

        for (int i = 0; i < 100; i++)
        {
            if (obj[i])
            {
                if (obj[i].transform.position.y <= -10.0f)
                {
                    Destroy(obj[i]);
                    obj[i] = null;
                }
            }
        }
        transform.position = m_Pos.GetPosition();
    }
예제 #2
0
    // Use this for initialization
    void Start()
    {
        StartCoroutine(mRes.AssetBundle_Load("original", true));

        mPalyer = mRes.CreateInstantiate("unitychan") as GameObject;
    }