private void OnCollisionEnter(Collision collision) { if (!GameManager.IsGameStarted) { return; } GameManager.Log("hit " + collision.collider.name + " " + collision.contacts[0].point); if (collision.collider.CompareTag("Player")) { // 得点処理 GameManager.Instance.AddPoint(Mathf.RoundToInt(point * GameManager.GetTime)); TinyAudio.PlaySe(TinyAudio.Se.Get); Instantiate(particlePrefab, transform.position, Quaternion.identity); Destroy(gameObject); // クリアチェック count--; if (count <= 0) { GameManager.ToClear(); } } }
private void Start() { time = 0; UpdateHighTimeText(highTime); TinyAudio.PlaySe(TinyAudio.Se.Burst); TinyAudio.PlaySe(TinyAudio.Se.Burst); if (recordText[0] != null) { recordText[0].SetActive(false); } }
// Start is called before the first frame update void Start() { if (isStartSe) { TinyAudio.PlaySe(TinyAudio.Se.Click); } score = 0; time = StartTime; UpdateScoreText(); UpdateTimeText(); UpdateHighScoreText(); }
private void OnCollisionEnter(Collision collision) { if (!GameManager.IsGameStarted) { return; } if (collision.collider.CompareTag("Enemy")) { TinyAudio.PlaySe(TinyAudio.Se.Hit); Instantiate(explosionPrefab, transform.position, Quaternion.identity); Destroy(gameObject); GameManager.ToGameover(); } }
// Update is called once per frame void Update() { //sceneChangedがtrueだったら、Updateはすぐ終了(error用) if (sceneChanged) { return; } //var rank = SceneManager.GetSceneByName("Ranking");//シーン切り替えをうまくやる方法(案1) //if (rank.IsValid() || !GameManager.CanChangeToTitle) return; if (Input.GetButtonDown("Click")) { TinyAudio.PlaySe(TinyAudio.Se.Burst); sceneChanged = true; //TynyAudio.PlaySe(TynyAudio.Se.Click);//TynyAudioのスクリプト内での定義を呼べる SceneManager.LoadScene(nextScene);//連続起動を阻止 } }
public static void CheckSpeedText()//Staticを入れたら、オブジェクト参照が必要です、が治った { time = Mathf.RoundToInt(time * 10f) / 10f; if (highTime > time) { highTime = time; TinyAudio.PlaySe(TinyAudio.Se.dondonpafupafu); TinyAudio.PlaySe(TinyAudio.Se.Stadiumcheer1); PlayerPrefs.SetInt("HighScore", (int)highTime); //Setするときは、代入する必要がない Instance.recordText[0].SetActive(true); } else { TinyAudio.PlaySe(TinyAudio.Se.clappinghands2); } //naichilab.RankingLoader.Instance.SendScoreAndShowRanking(time); Instance.StartCoroutine(RankingProc()); //CanChangeToTitle = true; }
// Update is called once per frame void Update() { //sceneChangedがtrueだったら、Updateはすぐ終了(error用) if (sceneChanged) { return; } //var rank = SceneManager.GetSceneByName("Ranking");//シーン切り替えをうまくやる方法(案1) //if (rank.IsValid() || !GameManager.CanChangeToTitle) return; if (Input.GetButtonDown("Click") && startnext == false) { startnext = true; TinyAudio.PlaySe(TinyAudio.Se.Burst); TinyAudio.PlaySe(TinyAudio.Se.Burst); } if (startnext == true) { startText[0].SetActive(false); startText[1].SetActive(false); startText[2].SetActive(false); exPlanationText[0].SetActive(true); elapsedtime += Time.deltaTime; //経過時間 if (timeLimit < elapsedtime) { exPlanationText[1].SetActive(true); } } if (Input.GetKey(KeyCode.X)) { exPlanationText[0].SetActive(false); sceneChanged = true; //TynyAudio.PlaySe(TynyAudio.Se.Click);//TynyAudioのスクリプト内での定義を呼べる SceneManager.LoadScene(nextScene);//連続起動を阻止 } }
void Start() { TinyAudio.StopBGM(); TinyAudio.PlaySe(se); }
// Update is called once per frame void Update() { //Vector3 move = rb.velocity; //moveに、speedとTime.deltaTimeをかけるやり方に変更(そうしたときに、速度がなぜか一定しない) Vector3 move = rb.velocity; move.x = Input.GetAxisRaw("Horizontal"); move.y = 0;//こっちにmove.yを記入する move.z = Input.GetAxisRaw("Vertical"); //rb.velocity = move.normalized * speed; //rb.AddForce(move.x * speed * Time.deltaTime*60, 0, move.z * speed * Time.deltaTime*60); rb.AddForce(move * speed * Time.deltaTime * 60, ForceMode.Force); var pos = gameObject01.transform.position; //速度表記のためのプログラム //velocityDistance = rb.velocity.magnitude; //デバッグ1 if (Input.GetKey(KeyCode.U)) { gameObject01.transform.position = new Vector3(transform.position.x, 0, transform.position.z); } //デバッグ2 if (Input.GetKey(KeyCode.O)) { gameObject01.transform.position = new Vector3(transform.position.x, 0, -2000); //TinyAudio.PlayBGM(TinyAudio.Bgm.def);(常に最初から再生) //複数のBGMを流すときは、AudioSourceを配列にする必要がある //もしくは、新しい列挙子などを作成して、別のAudioSourceを作成するなど //連続再生をしたくないSEなどには有効 } /*if (Input.GetKey(KeyCode.V)) * { * eulerAngle++; * if (camera != null) * { * camera.position = new Vector3(gameObject01.transform.position.x, * gameObject01.transform.position.y + 2.5f, gameObject01.transform.position.z -3f); * camera.transform.localEulerAngles = new Vector3(0, eulerAngle, 0); * } * } * else * { * if (camera != null) * { * camera.position = new Vector3(gameObject01.transform.position.x, * gameObject01.transform.position.y + 1.2f, gameObject01.transform.position.z - 5f); * camera.transform.localEulerAngles = new Vector3(0, 0, 0); * eulerAngle = FirstEulerAngle; * } * }*/ if (Input.GetKeyDown(KeyCode.Z)) { //必要な位置に移動 var pos2 = new Vector3(pos.x, pos.y, pos.z - 1); if (greenObject == false) { speed = StopMaxSpeed; } TinyAudio.PlaySe(TinyAudio.Se.braki1);//複数回再生で音を大きくできる rb.velocity = Vector3.zero; //gameObject.transform.Rotate(new Vector3(180, 0, 0)); Instantiate(particleBlaki1, pos2, Quaternion.identity); } if (gameObject01.transform.position.x > RightWall)//4.9 { var v = rb.velocity; v.x = -Mathf.Abs(v.x); rb.velocity = v; } if (gameObject01.transform.position.x < LeftWall)//4.9 { var v = rb.velocity; v.x = Mathf.Abs(v.x); rb.velocity = v; } if (gameObject01.transform.position.y > TopWall) { if (GameManager.time > 0) { var v = rb.velocity; v.y = -Mathf.Abs(v.y) * v.z; rb.velocity = v; } } if (gameObject01.transform.position.z < StartLine) { //gameObject01.transform.position = new Vector3(gameObject01.transform.position.x, 0, gameObject01.transform.position.z + 5); //_gameObject.transform.position = new Vector3(0, 0, -4805); var v = rb.velocity; rb.velocity = Vector3.zero; v.z = Mathf.Abs(v.z); rb.velocity = v; } if (gameObject01.transform.position.y < BottomSound) { Instantiate(particleSea, pos, Quaternion.identity); if (dopponSwitch == false) { TinyAudio.PlaySe(TinyAudio.Se.doppon); dopponSwitch = true; } } else { dopponSwitch = false; } if (gameObject01.transform.position.y < BottomWall) { rb.velocity = Vector3.zero; if (greenObject == false) { speed = StopSpeed; } if (gameObject01.transform.position.z > BackLine) { gameObject01.transform.position = new Vector3(0, 0, gameObject01.transform.position.z - 5); } else { gameObject01.transform.position = new Vector3(0, 0, gameObject01.transform.position.z + 25); } } UpdateSpeedText(); if (Input.GetKey(KeyCode.C)) { if (greenObject == true) { return; } speed += SpeedPlus * Time.deltaTime * 60;//一応ちょうど10f//デルタタイム未設定 if (speed > MaxSpeed + 1) { speed = MaxSpeed; if (speedCount == false) { TinyAudio.PlaySe(TinyAudio.Se.Fanhigh); speedCount = true; } } if (speed > MiddleSpeed && speed < MiddleSpeed + 10f) { if (speedCount2 == false) { TinyAudio.PlaySe(TinyAudio.Se.Fanmiddle); speedCount2 = true; } } } else { if (greenObject == true) { return; } speed -= SpeedMinus; speedCount = false; speedCount2 = false; if (speed < StopSpeed) { speed = StopSpeed; } } if (Input.GetKeyDown(KeyCode.C)) { //必要なところに移動 var pos1 = new Vector3(pos.x, pos.y, pos.z + 5); TinyAudio.PlaySe(TinyAudio.Se.Charge); Instantiate(particleDash, pos1, Quaternion.identity); } }
private void OnCollisionEnter(Collision collision) { if (collision.collider.CompareTag("Enemy")) { if (speed > 20f && redObject == false)//書き方がトリガーの時と少し異なる { //Instantiate(particlePrefab, collision.contacts[0].point, Quaternion.identity); TinyAudio.StopBGM(); TinyAudio.PlaySe(TinyAudio.Se.bomb2); Instantiate(particlePrefab, collision.contacts[0].point, Quaternion.identity); Destroy(gameObject); if (GameManager.gameOverCount) { return; } GameManager.ToGameover(); } else { TinyAudio.PlaySe(TinyAudio.Se.collider); Instantiate(particleCollider, collision.contacts[0].point, Quaternion.identity); speed = 10; } } if (collision.collider.CompareTag("Item")) { if (collision.gameObject.name == "Destroyer") { itemState = 1; } if (collision.gameObject.name == "Splash") { itemState = 2; } if (collision.gameObject.name == "FastLight") { itemState = 3; } switch (itemState) { case 0: GetComponent <Renderer>().material.color = colorDef.color; gameObject01.transform.localScale = Vector3.one * 1f; break; case 1: GetComponent <Renderer>().material.color = colorRed.color; gameObject01.transform.localScale = Vector3.one * 1.3f; redObject = true; greenObject = false; if (itemText != null) { itemText.text = $"Invisible"; } break; case 2: GetComponent <Renderer>().material.color = colorBlue.color; gameObject01.transform.localScale = Vector3.one / 2; redObject = false; greenObject = false; if (itemText != null) { itemText.text = $"Minimum"; } break; case 3: GetComponent <Renderer>().material.color = colorGreen.color; gameObject01.transform.localScale = Vector3.one; speed = 50f; redObject = false; greenObject = true; if (itemText != null) { itemText.text = $"Fastest"; } break; } } }
public void StartSe() { TinyAudio.PlaySe(TinyAudio.Se.clack); startCount = true; }