예제 #1
0
 void Makeinstance()
 {
     if (instance == null)
     {
         instance = this;
     }
 }
예제 #2
0
 void Start()
 {
     begee    = GameObject.Find("bgm");
     usr      = GameObject.Find("character");
     player   = FindObjectOfType <controll>();
     paused   = FindObjectOfType <pause> ();
     ld       = FindObjectOfType <LoadScene> ();
     sv       = FindObjectOfType <GameScore> ();
     msc      = FindObjectOfType <music> ();
     tutorial = GameObject.Find("tutor");
 }
예제 #3
0
 int compare(controll x, controll y)
 {
     if (x.score < y.score)
     {
         return(1);
     }
     else if (x.score == y.score)
     {
         return(0);
     }
     else
     {
         return(-1);
     }
 }
예제 #4
0
    // Start is called before the first frame update
    void Start()
    {
        BeadsLength = 30;

        Vertices = new GameObject[BeadsLength];

        edges     = new GameObject[BeadsLength];
        longedges = new GameObject[BeadsLength];
        RibbonsA  = new GameObject[BeadsLength];
        RibbonsB  = new GameObject[BeadsLength];


        //球を配置する
        GameObject prefab;

        prefab = Resources.Load <GameObject>("Prefabs/Sphere");
        for (int i = 0; i < BeadsLength; i++)
        {
            Vector3 vec = new Vector3(20 * Mathf.Cos(2f * Mathf.PI * i / BeadsLength), 1.5f, 20 * Mathf.Sin(2f * Mathf.PI * i / BeadsLength));
            Vertices[i] = Instantiate <GameObject>(prefab, vec, Quaternion.identity, transform);
            vertex vtx = Vertices[i].GetComponent <vertex>();
            //球の中心座標を決める
            vtx.Vcoord = vec;
            //帯の幅方向のベクトルを初期化する
            vtx.WVector = new Vector3(0f, 1f, 0f);
        }

        //コントロールを決める
        controll ctrl = FindObjectOfType <controll>();

        ctrl.cursor = Vertices[0];

        //エッジを配置する
        GameObject shortEdgePrefab = Resources.Load <GameObject>("Prefabs/edge");
        GameObject longEdgePrefab  = Resources.Load <GameObject>("Prefabs/longedge");
        edge       edge;

        for (int i = 0; i < BeadsLength - 1; i++)
        {
            edges[i]     = Instantiate <GameObject>(shortEdgePrefab, transform);
            edge         = edges[i].GetComponent <edge>();
            edge.Vertex0 = Vertices[i];
            edge.Vertex1 = Vertices[i + 1];
        }
        edges[BeadsLength - 1] = Instantiate <GameObject>(shortEdgePrefab, transform);
        edge         = edges[BeadsLength - 1].GetComponent <edge>();
        edge.Vertex0 = Vertices[BeadsLength - 1];
        edge.Vertex1 = Vertices[0];

        for (int i = 0; i < BeadsLength - 2; i++)
        {
            longedges[i] = Instantiate <GameObject>(longEdgePrefab, transform);
            edge         = longedges[i].GetComponent <edge>();
            edge.Vertex0 = Vertices[i];
            edge.Vertex1 = Vertices[i + 2];
        }
        longedges[BeadsLength - 2] = Instantiate <GameObject>(longEdgePrefab, transform);
        edge         = longedges[BeadsLength - 2].GetComponent <edge>();
        edge.Vertex0 = Vertices[BeadsLength - 2];
        edge.Vertex1 = Vertices[0];
        longedges[BeadsLength - 1] = Instantiate <GameObject>(longEdgePrefab, transform);
        edge         = longedges[BeadsLength - 1].GetComponent <edge>();
        edge.Vertex0 = Vertices[BeadsLength - 1];
        edge.Vertex1 = Vertices[1];

        //リボンを配置する
        GameObject ribbonPrefab = Resources.Load <GameObject>("Prefabs/ribbon");

        ribbon ribbon;

        for (int i = 0; i < BeadsLength - 1; i++)
        {
            RibbonsA[i]  = Instantiate <GameObject>(ribbonPrefab, transform);
            ribbon       = RibbonsA[i].GetComponent <ribbon>();
            ribbon.Vvec0 = Vertices[i].GetComponent <vertex>().Vcoord;
            ribbon.Vvec1 = Vertices[i + 1].GetComponent <vertex>().Vcoord;
            ribbon.Wvec0 = Vertices[i].GetComponent <vertex>().WVector;
            ribbon.Wvec1 = Vertices[i + 1].GetComponent <vertex>().WVector;
        }
        RibbonsA[BeadsLength - 1] = Instantiate <GameObject>(ribbonPrefab, transform);
        ribbon       = RibbonsA[BeadsLength - 1].GetComponent <ribbon>();
        ribbon.Vvec0 = Vertices[BeadsLength - 1].GetComponent <vertex>().Vcoord;
        ribbon.Vvec1 = Vertices[0].GetComponent <vertex>().Vcoord;
        ribbon.Wvec0 = Vertices[BeadsLength - 1].GetComponent <vertex>().WVector;
        ribbon.Wvec1 = Vertices[0].GetComponent <vertex>().WVector;

        for (int i = 0; i < BeadsLength - 1; i++)
        {
            RibbonsB[i]  = Instantiate <GameObject>(ribbonPrefab, transform);
            ribbon       = RibbonsB[i].GetComponent <ribbon>();
            ribbon.Vvec0 = Vertices[i + 1].GetComponent <vertex>().Vcoord;
            ribbon.Vvec1 = Vertices[i].GetComponent <vertex>().Vcoord;
            ribbon.Wvec0 = Vertices[i + 1].GetComponent <vertex>().WVector;
            ribbon.Wvec1 = Vertices[i].GetComponent <vertex>().WVector;
        }
        RibbonsB[BeadsLength - 1] = Instantiate <GameObject>(ribbonPrefab, transform);
        ribbon       = RibbonsB[BeadsLength - 1].GetComponent <ribbon>();
        ribbon.Vvec0 = Vertices[0].GetComponent <vertex>().Vcoord;
        ribbon.Vvec1 = Vertices[BeadsLength - 1].GetComponent <vertex>().Vcoord;
        ribbon.Wvec0 = Vertices[0].GetComponent <vertex>().WVector;
        ribbon.Wvec1 = Vertices[BeadsLength - 1].GetComponent <vertex>().WVector;
    }