// Update is called once per frame void Update() { //マウスが離されたとき三角形を置く if (Input.GetMouseButtonUp(0) && hit_obj != null) { TakeOrverText values_text = star_value.GetComponent <TakeOrverText>(); TriangleText hit_triangle_text = hit_obj.GetComponent <TriangleText>(); //音を鳴らす hit_triangle_text.OnAudio(); if (values_text != null && hit_triangle_text != null) { if (star_value.activeInHierarchy != true) { //三角形の描画OFF hit_obj.SetActive(false); //数字を星に送る values_text.SetText(hit_triangle_text.GetText()); } //星の描画をON star_value.SetActive(true); values_text.SetNum(hit_triangle_text.GetNum()); //当たっている三角形の格納 values_text.SetOriginalObject(hit_obj); } } }
// Start is called before the first frame update void Start() { //座標をランダムにする for (int i = 0; i < 10; i++) { int pX = Random.Range(0, 8); int pY = Random.Range(0, 8); Vector2 tmp = new Vector2(0, 0); tmp = position[pX]; position[pX] = position[pY]; position[pY] = tmp; } //インスタンスのゲット Data temp = Data.instance; int judge = SharedData.instance.num_stage; switch (judge) { case 1: num_triangle = temp.GetNumStar(Data.STAGE_ID.STAGE_1); break; case 2: num_triangle = temp.GetNumStar(Data.STAGE_ID.STAGE_2); break; case 3: num_triangle = temp.GetNumStar(Data.STAGE_ID.STAGE_3); break; case 4: num_triangle = temp.GetNumStar(Data.STAGE_ID.STAGE_4); break; case 5: num_triangle = temp.GetNumStar(Data.STAGE_ID.STAGE_5); break; case 6: num_triangle = temp.GetNumStar(Data.STAGE_ID.STAGE_6); break; case 7: num_triangle = temp.GetNumStar(Data.STAGE_ID.STAGE_7); break; case 8: num_triangle = temp.GetNumStar(Data.STAGE_ID.STAGE_8); break; case 9: num_triangle = temp.GetNumStar(Data.STAGE_ID.STAGE_9); break; } int[] data = new int[num_triangle]; for (int i = 0; i < num_triangle; i++) { switch (judge) { case 1: data[i] = (int)temp.GetNum(Data.STAGE_ID.STAGE_1, i); break; case 2: data[i] = (int)temp.GetNum(Data.STAGE_ID.STAGE_2, i); break; case 3: data[i] = (int)temp.GetNum(Data.STAGE_ID.STAGE_3, i); break; case 4: data[i] = (int)temp.GetNum(Data.STAGE_ID.STAGE_4, i); break; case 5: data[i] = (int)temp.GetNum(Data.STAGE_ID.STAGE_5, i); break; case 6: data[i] = (int)temp.GetNum(Data.STAGE_ID.STAGE_6, i); break; case 7: data[i] = (int)temp.GetNum(Data.STAGE_ID.STAGE_7, i); break; case 8: data[i] = (int)temp.GetNum(Data.STAGE_ID.STAGE_8, i); break; case 9: data[i] = (int)temp.GetNum(Data.STAGE_ID.STAGE_9, i); break; default: break; } } //ゲームオブジェクトのインスタンス化 tri = new GameObject[num_triangle]; for (int i = 0; i < num_triangle; i++) { //三角形の複製 tri[i] = Instantiate(triangle_pre) as GameObject; //数字の描画 TriangleText tri_text = tri[i].GetComponent <TriangleText>(); tri_text.SetText(data[i].ToString()); //三角形に数字を持たせる tri_text.SetNum(data[i]); //キャンバスの子供に追加 tri[i].transform.parent = my_canvas.transform; //位置を決める tri[i].transform.position = new Vector3(position[i].x, position[i].y, 0); //角度を変える int r = Random.Range(0, 360); tri[i].transform.rotation = Quaternion.Euler(0.0f, 0.0f, r); //描画ON tri[i].SetActive(true); } }