private Coroutine cor_AnimRoop; // ループ用コルーチン public void ShowAnimal(GameObject box) // 武器選択中の動物を表示する { if (!GetComponent <WindowChangeScript>().Equip_Changing&& GetComponent <WindowChangeScript>().WindowStationary) { // _selectedAnimalに表示する動物のPrefabを入れる int boxNum = int.Parse(box.name.Substring(box.name.Length - 1)); WindowChangeScript param = GetComponent <WindowChangeScript>(); int animalNum = param.AnimalAndWeaponList[boxNum - 1, 0]; _selectedAnimal = Instantiate(animals[animalNum]) as GameObject; // 不必要な物を削除していく Animalstate select_AnimalState = _selectedAnimal.GetComponent <Animalstate>(); if (select_AnimalState != null) { select_AnimalState.enabled = !select_AnimalState.enabled; } Status select_Status = _selectedAnimal.GetComponent <Status>(); if (select_Status != null) { select_Status.enabled = !select_Status.enabled; } AnimalScript serect_Animalscript = _selectedAnimal.GetComponent <AnimalScript>(); if (serect_Animalscript != null) { serect_Animalscript.enabled = !serect_Animalscript.enabled; } if (_selectedAnimal.transform.Find("HPBer") != null) { Destroy(_selectedAnimal.transform.Find("HPBer").gameObject); } if (_selectedAnimal.transform.Find("SkillBer") != null) { Destroy(_selectedAnimal.transform.Find("SkillBer").gameObject); } // 表示する時の体裁 _selectedAnimal.transform.SetParent(GameObject.Find("WeaponSelectWindows2").transform); RectTransform _rect = _selectedAnimal.AddComponent <RectTransform>(); _rect.anchoredPosition3D = new Vector3(300, -100, 0); _selectedAnimal.transform.localScale = new Vector3(100f, 100f, 100f); // アニメーターのコルーチンを起動 if (_selectedAnimal.GetComponent <Animator>() != null) { _select_Animator = _selectedAnimal.GetComponent <Animator>(); _select_Animator.SetTrigger("Attack"); cor_AnimRoop = StartCoroutine(Cor_Anim()); } } }
public void AlreadySelected() { WindowChangeScript _Window = GameObject.Find("ClickManager").GetComponent <WindowChangeScript>(); WeaponListsActive = new bool[10]; /* * //_ActiveBoxWeaponBefore = _Window.ActiveBoxWeaponBefore; * //_ActiveBoxWeaponAfter = _Window.ActiveBoxWeaponBefore;Clone() * //_Window.ActiveBoxWeaponBefore.CopyTo(_ActiveBoxWeaponBefore, 0); * //_Window.ActiveBoxWeaponBefore.CopyTo(_ActiveBoxWeaponAfter, 0); * //Array.Copy(_Window.ActiveBoxWeaponBefore, _ActiveBoxWeaponBefore, 3); * //Array.Copy(_Window.ActiveBoxWeaponBefore, _ActiveBoxWeaponAfter, 3); */ //やっぱCloneだね //_ActiveBoxWeaponBefore = _Window.ActiveBoxWeaponBefore.Clone() as int[]; _ActiveBoxWeaponAfter = _Window.ActiveBoxWeaponBefore.Clone() as int[]; for (int i = 0; i < 3; i++) { int Weapon_Num = _Window.ActiveBoxWeaponBefore[i]; //Debug.Log(Weapon_Num); WeaponListsActive[Weapon_Num] = true; //Debug.Log(transform.GetChild(Weapon_Num + 1)); transform.GetChild(Weapon_Num).GetChild(0).SetSiblingIndex(1); switch (Weapon_Num) { case 0: _sprite = Weapon1_Sword; break; case 1: _sprite = Weapon2_Shield; break; case 2: _sprite = Weapon3_Arrow; break; case 3: _sprite = Weapon4_Axe; break; default: break; } Parent = GameObject.Find("SelectingBox"); Parent.transform.GetChild(i).GetChild(0).gameObject.GetComponent <Image>().sprite = _sprite; } }