void ResetPlayingGame() { StartBtn.gameObject.SetActive(true); state = STATE_AROW_MAP.SELECT_GOAL_POINT; mainCamera.enabled = false; menuCamera.enabled = true; startObj.SetActive(true); goalObj.SetActive(true); PlayOrderTextObj.SetActive(true); waitTime = WAIT_TIME; }
// uGUIボタンで「スタート」を押した public void OnClickStart() { if (!string.IsNullOrEmpty(startNodeKeyName) && !string.IsNullOrEmpty(goalNodeKeyName)) { nodeMapTracer.MoveStartShortestRoute(WarkerObj.transform, startNodeKeyName, goalNodeKeyName); StartBtn.gameObject.SetActive(false); state = STATE_AROW_MAP.PLAYING_GAME; mainCamera.enabled = true; menuCamera.enabled = false; startObj.SetActive(false); goalObj.SetActive(false); PlayOrderTextObj.SetActive(false); } }
private void Initialize() { StartBtn.gameObject.SetActive(false); state = STATE_AROW_MAP.DOWNLOAD_AROW_MAP; isStateEnd = new bool[Enum.GetNames(typeof(STATE_AROW_MAP)).Length]; for (int i = 0; i < isStateEnd.Length; i++) { isStateEnd[i] = false; } mainCamera = Camera.main; menuCamera = GameObject.Find("Camera").GetComponent <Camera>(); PlayOrderTextObj.SetActive(false); arowDemoMain = gameObject.AddComponent <MapScript>(); }
// Update is called once per frame void Update() { switch (state) { case STATE_AROW_MAP.DOWNLOAD_AROW_MAP: // stremingAssetの中のデータを使用しているので、サーバーからのダウンロードは行なっていない state = STATE_AROW_MAP.LOADING_AROW_MAP; break; case STATE_AROW_MAP.LOADING_AROW_MAP: // arowDemoMain.Initialize(); SetupMenuCamera(); state = STATE_AROW_MAP.CREATE_ROAD; break; case STATE_AROW_MAP.CREATE_ROAD: nodeMapHolder = arowDemoMain.CreateRoads(); SetupNodeMapTracer(); state = STATE_AROW_MAP.CREATE_BUILDING; break; case STATE_AROW_MAP.CREATE_BUILDING: if (arowDemoMain.IsEnd[MapScript.MAP_CREATE.ROAD]) { arowDemoMain.CreateBuildingsNonCollider(); state = STATE_AROW_MAP.SELECT_GOAL_POINT; StartBtn.gameObject.SetActive(true); StartBtn.interactable = false; mainCamera.enabled = false; menuCamera.enabled = true; PleaseWaitTextObj.SetActive(false); PlayOrderTextObj.SetActive(true); } break; case STATE_AROW_MAP.SELECT_GOAL_POINT: ClickMap(); break; case STATE_AROW_MAP.READY_GAME: break; case STATE_AROW_MAP.PLAYING_GAME: if (nodeMapTracer.isFinished) { waitTime -= Time.deltaTime; if (waitTime <= 0f) { ResetPlayingGame(); // 再度、ゴールポイント選択のStateへ } } break; default: Debug.Assert(false); break; } StatusText.text = state.ToString(); }