예제 #1
0
 public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
 {
     if (display_)
     {
         MySprite.Instance.put(front, x_, y_, 1f /* magnify_ratio */, kind_, type_);
     }
 }
예제 #2
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 public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
 {
     if (trail_id_ >= 0)
     {
         Trail.Instance.renderUpdate(front, trail_id_);
     }
 }
예제 #3
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 public void renderUpdate(ref DrawBuffer draw_buffer, DrawBuffer.Type type)
 {
     for (var i = 0; i < (int)Parts.Max; ++i)
     {
         node_list_[i].renderUpdate(ref draw_buffer, type, (Parts)i);
     }
 }
예제 #4
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 public void renderUpdate(int front, CameraBase camera, ref DrawBuffer draw_buffer)
 {
     for (var it = first_; it != null; it = it.next_)
     {
         it.renderUpdate(front, camera, ref draw_buffer);
     }
 }
예제 #5
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 public void renderUpdate(int front, ref DrawBuffer draw_buffer)
 {
     foreach (var task in task_list_)
     {
         task.renderUpdate(front, camera_, ref draw_buffer);
     }
 }
예제 #6
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        public override void renderUpdate(int front, CameraBase camra, ref DrawBuffer draw_buffer)
        {
            var step  = 32f;
            var ratio = 1f;
            var x     = 80f;
            int v     = (int)(value_ * 8f);

            for (var i = 0; i < 8; ++i)
            {
                MySprite.Kind kind;
                float         y;
                if (i < 4)
                {
                    kind = v <= i ? MySprite.Kind.GaugeB_S : MySprite.Kind.GaugeR_S;
                    step = 16f;
                    y    = -290f;
                }
                else if (i < 7)
                {
                    kind = v <= i ? MySprite.Kind.GaugeB_M : MySprite.Kind.GaugeR_M;
                    step = 24f;
                    y    = -288f;
                }
                else
                {
                    kind = v <= i ? MySprite.Kind.GaugeB_L : MySprite.Kind.GaugeR_L;
                    step = 34f;
                    y    = -280f;
                }
                x += step;
                MySprite.Instance.put(front, -x, y, ratio, kind, MySprite.Type.Full);
                MySprite.Instance.put(front, x, y, ratio, kind, MySprite.Type.Full, true /* reverse */);
            }
        }
예제 #7
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 private void zako_render_update(int front, ref DrawBuffer draw_buffer)
 {
     draw_buffer.regist(ref rigidbody_.transform_, DrawBuffer.Type.Zako);
     if (rigidbody_.transform_.position_.y > 0f)
     {
         Sight.Instance.regist(front, ref rigidbody_.transform_.position_);
     }
 }
예제 #8
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 public override void renderUpdate(int front, CameraBase camera, ref DrawBuffer draw_buffer)
 {
     // const float LENGTH = 2.5f;
     // var tail = rigidbody_.transform_.position_ - rigidbody_.velocity_.normalized * LENGTH;
     Beam.Instance.renderUpdate(front,
                                beam_id_,
                                ref rigidbody_.transform_.position_,
                                ref prev_position_);
 }
예제 #9
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 public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
 {
     const float LENGTH = 2.5f;
     var tail = rigidbody_.transform_.position_ - rigidbody_.velocity_.normalized * LENGTH;
     Beam.Instance.renderUpdate(front,
                            beam_id_,
                            ref rigidbody_.transform_.position_,
                            ref tail);
 }
예제 #10
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        public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
        {
            var tail = rigidbody_.transform_.position_ - (rigidbody_.velocity_.normalized * length_);

            Beam2.Instance.renderUpdate(front,
                                        beam_id_,
                                        ref rigidbody_.transform_.position_,
                                        ref tail);
        }
예제 #11
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 public override void renderUpdate(int front, CameraBase dummy, ref DrawBuffer draw_buffer)
 {
     if (active_)
     {
         draw_buffer.registCamera(ref transform_);
         var view_matrix       = transform_.getTRS();
         var projection_matrix = SystemManager.Instance.ProjectionMatrix;
         screen_matrix_ = projection_matrix * view_matrix.inverse;
     }
 }
예제 #12
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        public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
        {
            const float LENGTH = 1.5f;
            var         tail   = rigidbody_.transform_.position_ - rigidbody_.velocity_.normalized * LENGTH;

            Beam.Instance.renderUpdate(front,
                                       beam_id_,
                                       ref rigidbody_.transform_.position_,
                                       ref tail);
        }
예제 #13
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 public void renderUpdate(int front, ref MyTransform head_transform, ref DrawBuffer draw_buffer)
 {
     for (var i = 0; i < nodes_.Length; ++i)
     {
         nodes_[i].renderUpdate(front, ref draw_buffer);
     }
     // if (is_charging_) {
     //  var offset = new Vector3(0, 0, 2.5f);
     //  lightball_.renderUpdate(front, ref head_transform, ref offset);
     // }
 }
예제 #14
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        public override void renderUpdate(int front, CameraBase dummy, ref DrawBuffer draw_buffer)
        {
            var offset = new Vector3(0f, 0f, 15f);
            var pos    = rigidbody_.transform_.position_ + rigidbody_.transform_.rotation_ * offset;

            pos -= (rigidbody_.transform_.rotation_ * offset_rotation_) * offset;
            var rot = rigidbody_.transform_.rotation_ * offset_rotation_;

            applyTransform(ref pos, ref rot);
            base.renderUpdate(front, dummy, ref draw_buffer);
        }
예제 #15
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            public void renderUpdate(ref DrawBuffer draw_buffer, DrawBuffer.Type type, Parts parts)
            {
                if (!valid_)
                {
                    return;
                }
                var rotation = rigidbody_.transform_.rotation_ * original_rotation_;

                draw_buffer.regist(ref rigidbody_.transform_.position_,
                                   ref rotation,
                                   DrawBuffer.Type.MuscleMotionPlayer, (int)parts);
            }
예제 #16
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        public override void renderUpdate(int front, CameraBase dummy, ref DrawBuffer draw_buffer)
        {
            if (active_)
            {
                draw_buffer.registCamera(ref rigidbody_.transform_);

                var view_matrix = Matrix4x4.TRS(rigidbody_.transform_.position_,
                                                rigidbody_.transform_.rotation_,
                                                CV.Vector3One);
                var projection_matrix = SystemManager.Instance.ProjectionMatrix;
                screen_matrix_ = projection_matrix * view_matrix.inverse;
            }
        }
예제 #17
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        public void renderUpdate(int front, ref DrawBuffer draw_buffer)
        {
            // trail
            if (l_trail_ >= 0)
            {
                Trail.Instance.renderUpdate(front, l_trail_);
            }
            if (r_trail_ >= 0)
            {
                Trail.Instance.renderUpdate(front, r_trail_);
            }

            var arm_offset = new Vector3(0f, 0f, -arm_offset_ * 0.1f);

            draw_buffer.registPlayer(ref rigidbody_.transform_, ref arm_offset);
        }
예제 #18
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        public override void renderUpdate(int front, CameraBase camera, ref DrawBuffer draw_buffer)
        {
            const float LENGTH = 20f;
            var         diff   = rigidbody_.transform_.position_ - fired_position_;
            var         length = diff.magnitude;
            Vector3     tail;

            if (length < LENGTH)
            {
                tail = fired_position_;
            }
            else
            {
                tail = rigidbody_.transform_.position_ - rigidbody_.velocity_.normalized * LENGTH;
            }
            Beam2.Instance.renderUpdate(front,
                                        beam_id_,
                                        ref rigidbody_.transform_.position_,
                                        ref tail);
        }
예제 #19
0
        public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
        {
            var v = camera.getScreenPoint(ref target_cursor_.transform_.position_);

            if (v.z > 0)
            {
                var rect = new Rect(v.x, v.y, 96f, 96f);
                MySprite.Instance.put(front, ref rect, MySprite.Kind.Cursor, MySprite.Type.Full);
            }

            // trail
            if (l_trail_ >= 0)
            {
                Trail.Instance.renderUpdate(front, l_trail_);
            }
            if (r_trail_ >= 0)
            {
                Trail.Instance.renderUpdate(front, r_trail_);
            }

            draw_buffer.registPlayer(ref rigidbody_.transform_);
        }
예제 #20
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 public abstract void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer);
예제 #21
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 public void renderUpdate(int front, ref DrawBuffer draw_buffer)
 {
     draw_buffer.registCamera(ref rigidbody_.transform_);
 }
예제 #22
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 public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
 {
     draw_buffer.regist(ref rigidbody_.transform_, DrawBuffer.Type.Shutter);
 }
예제 #23
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 public void renderUpdate(int front, ref DrawBuffer draw_buffer)
 {
     foreach (var task in task_list_) {
     task.renderUpdate(front, camera_, ref draw_buffer);
     }
 }
예제 #24
0
 public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
 {
     on_render_update_(front, ref draw_buffer);
 }
 private void alpha_render_update(int front, ref DrawBuffer draw_buffer)
 {
     draw_buffer.regist(ref rigidbody_.transform_, DrawBuffer.Type.FighterAlpha);
 }
예제 #26
0
        // オブジェクト描画(SetActive)
        private void render(ref DrawBuffer draw_buffer)
        {
            if (player_prefab_ == null) { // テスト環境
            camera_.enabled = true;
            return;
            }

            // camera
            camera_.transform.position = draw_buffer.camera_transform_.position_;
            camera_.transform.rotation = draw_buffer.camera_transform_.rotation_;
            camera_.enabled = true;

            // player
            if (player_go_ != null) {
            player_go_.transform.position = draw_buffer.player_transform_.position_;
            player_go_.transform.rotation = draw_buffer.player_transform_.rotation_;
            }
            int zako_idx = 0;
            for (var i = 0; i < draw_buffer.object_num_; ++i) {
            switch (draw_buffer.object_buffer_[i].type_) {
                case DrawBuffer.Type.None:
                    Debug.Assert(false);
                    break;
                case DrawBuffer.Type.Zako:
                    zako_pool_[zako_idx].SetActive(true);
                    zako_pool_[zako_idx].transform.position = draw_buffer.object_buffer_[i].transform_.position_;
                    zako_pool_[zako_idx].transform.rotation = draw_buffer.object_buffer_[i].transform_.rotation_;
                    ++zako_idx;
                    break;
            }
            }
            for (var i = zako_idx; i < ZAKO_MAX; ++i) {
            zako_pool_[i].SetActive(false);
            }

            for (var i = 0; i < AUDIO_CHANNEL_MAX; ++i) {
            if (draw_buffer.se_[i] != DrawBuffer.SE.None) {
                switch (draw_buffer.se_[i]) {
                    case DrawBuffer.SE.Bullet:
                        audio_sources_bullet_[audio_source_bullet_index_].Play();
                        ++audio_source_bullet_index_;
                        if (audio_source_bullet_index_ >= AUDIOSOURCE_BULLET_MAX) {
                            audio_source_bullet_index_ = 0;
                        }
                        break;
                    case DrawBuffer.SE.Explosion:
                        audio_sources_explosion_[audio_source_explosion_index_].Play();
                        ++audio_source_explosion_index_;
                        if (audio_source_explosion_index_ >= AUDIOSOURCE_EXPLOSION_MAX) {
                            audio_source_explosion_index_ = 0;
                        }
                        break;
                    case DrawBuffer.SE.Missile:
                        audio_sources_missile_[audio_source_missile_index_].Play();
                        ++audio_source_missile_index_;
                        if (audio_source_missile_index_ >= AUDIOSOURCE_MISSILE_MAX) {
                            audio_source_missile_index_ = 0;
                        }
                        break;
                    case DrawBuffer.SE.Lockon:
                        audio_sources_lockon_[audio_source_lockon_index_].Play();
                        ++audio_source_lockon_index_;
                        if (audio_source_lockon_index_ >= AUDIOSOURCE_LOCKON_MAX) {
                            audio_source_lockon_index_ = 0;
                        }
                        break;

                    case DrawBuffer.SE.VoiceIkuyo:
                        audio_sources_voice_ikuyo_.Play();
                        break;
                    case DrawBuffer.SE.VoiceUwaa:
                        audio_sources_voice_uwaa_.Play();
                        break;
                    case DrawBuffer.SE.VoiceSorosoro:
                        audio_sources_voice_sorosoro_.Play();
                        break;
                    case DrawBuffer.SE.VoiceOtoto:
                        audio_sources_voice_ototo_.Play();
                        break;
                    case DrawBuffer.SE.VoiceYoshi:
                        audio_sources_voice_yoshi_.Play();
                        break;
                }
                draw_buffer.se_[i] = DrawBuffer.SE.None;
            }
            }
        }
예제 #27
0
 private void zako2_render_update(int front, ref DrawBuffer draw_buffer)
 {
     lock_target_.renderUpdate(front);
     draw_buffer.regist(ref rigidbody_.transform_, DrawBuffer.Type.Zako);
 }
예제 #28
0
        public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
        {
            var v = camera.getScreenPoint(ref target_cursor_.transform_.position_);
            if (v.z > 0) {
            var rect = new Rect(v.x, v.y, 96f, 96f);
            MySprite.Instance.put(front, ref rect, MySprite.Kind.Cursor, MySprite.Type.Full);
            }

            // trail
            if (l_trail_ >= 0) {
            Trail.Instance.renderUpdate(front, l_trail_);
            }
            if (r_trail_ >= 0) {
            Trail.Instance.renderUpdate(front, r_trail_);
            }

            draw_buffer.registPlayer(ref rigidbody_.transform_);
        }
예제 #29
0
        /*
         * 以下は MailThread
         */
        // オブジェクト描画(SetActive)
        private void render(ref DrawBuffer draw_buffer)
        {
            // camera
            camera_.transform.position = draw_buffer.camera_transform_.position_;
            camera_.transform.rotation = draw_buffer.camera_transform_.rotation_;
            camera_.enabled            = true;

            int enemy_zako_idx  = 0;
            int dragon_head_idx = 0;
            int dragon_body_idx = 0;
            int dragon_tail_idx = 0;

            for (var i = 0; i < draw_buffer.object_num_; ++i)
            {
                switch (draw_buffer.object_buffer_[i].type_)
                {
                case DrawBuffer.Type.None:
                    Debug.Assert(false);
                    break;

                case DrawBuffer.Type.Empty:
                    break;

                case DrawBuffer.Type.MuscleMotionPlayer:
                    muscle_motion_renderer_player_.render(ref draw_buffer.object_buffer_[i]);
                    break;

                case DrawBuffer.Type.Zako:
                    enemy_zako_pool_[enemy_zako_idx].SetActive(true);
                    enemy_zako_pool_[enemy_zako_idx].transform.localPosition = draw_buffer.object_buffer_[i].transform_.position_;
                    enemy_zako_pool_[enemy_zako_idx].transform.localRotation = draw_buffer.object_buffer_[i].transform_.rotation_;
                    ++enemy_zako_idx;
                    break;

                case DrawBuffer.Type.DragonHead:
                    dragon_head_pool_[dragon_head_idx].SetActive(true);
                    dragon_head_pool_[dragon_head_idx].transform.localPosition = draw_buffer.object_buffer_[i].transform_.position_;
                    dragon_head_pool_[dragon_head_idx].transform.localRotation = draw_buffer.object_buffer_[i].transform_.rotation_;
                    ++dragon_head_idx;
                    break;

                case DrawBuffer.Type.DragonBody:
                    dragon_body_pool_[dragon_body_idx].SetActive(true);
                    dragon_body_pool_[dragon_body_idx].transform.localPosition = draw_buffer.object_buffer_[i].transform_.position_;
                    dragon_body_pool_[dragon_body_idx].transform.localRotation = draw_buffer.object_buffer_[i].transform_.rotation_;
                    ++dragon_body_idx;
                    break;

                case DrawBuffer.Type.DragonTail:
                    dragon_tail_pool_[dragon_tail_idx].SetActive(true);
                    dragon_tail_pool_[dragon_tail_idx].transform.localPosition = draw_buffer.object_buffer_[i].transform_.position_;
                    dragon_tail_pool_[dragon_tail_idx].transform.localRotation = draw_buffer.object_buffer_[i].transform_.rotation_;
                    ++dragon_tail_idx;
                    break;
                }
            }
            for (var i = enemy_zako_idx; i < ENEMY_ZAKO_MAX; ++i)
            {
                enemy_zako_pool_[i].SetActive(false);
            }
            for (var i = dragon_head_idx; i < DRAGON_HEAD_MAX; ++i)
            {
                dragon_head_pool_[i].SetActive(false);
            }
            for (var i = dragon_body_idx; i < DRAGON_BODY_MAX; ++i)
            {
                dragon_body_pool_[i].SetActive(false);
            }
            for (var i = dragon_tail_idx; i < DRAGON_TAIL_MAX; ++i)
            {
                dragon_tail_pool_[i].SetActive(false);
            }

            // audio
            for (var i = 0; i < AUDIO_CHANNEL_MAX; ++i)
            {
                if (draw_buffer.se_[i] != DrawBuffer.SE.None)
                {
                    switch (draw_buffer.se_[i])
                    {
                    case DrawBuffer.SE.Bullet:
                        audio_sources_bullet_[audio_source_bullet_index_].Play();
                        ++audio_source_bullet_index_;
                        if (audio_source_bullet_index_ >= AUDIOSOURCE_BULLET_MAX)
                        {
                            audio_source_bullet_index_ = 0;
                        }
                        break;

                    case DrawBuffer.SE.Explosion:
                        audio_sources_explosion_[audio_source_explosion_index_].Play();
                        ++audio_source_explosion_index_;
                        if (audio_source_explosion_index_ >= AUDIOSOURCE_EXPLOSION_MAX)
                        {
                            audio_source_explosion_index_ = 0;
                        }
                        break;

                    case DrawBuffer.SE.Laser:
                        audio_sources_laser_[audio_source_laser_index_].Play();
                        ++audio_source_laser_index_;
                        if (audio_source_laser_index_ >= AUDIOSOURCE_LASER_MAX)
                        {
                            audio_source_laser_index_ = 0;
                        }
                        break;

                    case DrawBuffer.SE.Shield:
                        audio_sources_shield_[audio_source_shield_index_].Play();
                        ++audio_source_shield_index_;
                        if (audio_source_shield_index_ >= AUDIOSOURCE_SHIELD_MAX)
                        {
                            audio_source_shield_index_ = 0;
                        }
                        break;
                    }
                    draw_buffer.se_[i] = DrawBuffer.SE.None;
                }
            }

            switch (draw_buffer.bgm_)
            {
            case DrawBuffer.BGM.Keep:
                break;

            case DrawBuffer.BGM.Stop:
                audio_sources_bgm_.Stop();
                is_bgm_playing_ = false;
                break;

            case DrawBuffer.BGM.Pause:
                if (is_bgm_playing_)
                {
                    audio_sources_bgm_.Pause();
                }
                break;

            case DrawBuffer.BGM.Resume:
                if (is_bgm_playing_)
                {
                    audio_sources_bgm_.Play();
                }
                break;

            case DrawBuffer.BGM.Battle:
                audio_sources_bgm_.Play();
                is_bgm_playing_ = true;
                break;
            }
            draw_buffer.bgm_ = DrawBuffer.BGM.Keep;
        }
예제 #30
0
 public abstract void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer);
예제 #31
0
 public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
 {
     lock_target_.renderUpdate(front, camera);
     draw_buffer.regist(ref rigidbody_.transform_, DrawBuffer.Type.Zako);
 }
예제 #32
0
        // オブジェクト描画(SetActive)
        private void render(ref DrawBuffer draw_buffer)
        {
            // player
            if (player_go_ != null)
            {
                player_go_.transform.position       = draw_buffer.player_transform_.position_;
                player_go_.transform.rotation       = draw_buffer.player_transform_.rotation_;
                player_arm_transform_.localPosition = draw_buffer.player_arm_offset_;
            }
            int zako_idx        = 0;
            int dragon_head_idx = 0;
            int dragon_body_idx = 0;
            int dragon_tail_idx = 0;
            int shutter_idx     = 0;

            for (var i = 0; i < draw_buffer.object_num_; ++i)
            {
                switch (draw_buffer.object_buffer_[i].type_)
                {
                case DrawBuffer.Type.None:
                    Debug.Assert(false);
                    break;

                case DrawBuffer.Type.Zako:
                    zako_pool_[zako_idx].SetActive(true);
                    zako_pool_[zako_idx].transform.position = draw_buffer.object_buffer_[i].transform_.position_;
                    zako_pool_[zako_idx].transform.rotation = draw_buffer.object_buffer_[i].transform_.rotation_;
                    ++zako_idx;
                    break;

                case DrawBuffer.Type.DragonHead:
                    dragon_head_pool_[dragon_head_idx].SetActive(true);
                    dragon_head_pool_[dragon_head_idx].transform.position = draw_buffer.object_buffer_[i].transform_.position_;
                    dragon_head_pool_[dragon_head_idx].transform.rotation = draw_buffer.object_buffer_[i].transform_.rotation_;
                    ++dragon_head_idx;
                    break;

                case DrawBuffer.Type.DragonBody:
                    dragon_body_pool_[dragon_body_idx].SetActive(true);
                    dragon_body_pool_[dragon_body_idx].transform.position = draw_buffer.object_buffer_[i].transform_.position_;
                    dragon_body_pool_[dragon_body_idx].transform.rotation = draw_buffer.object_buffer_[i].transform_.rotation_;
                    ++dragon_body_idx;
                    break;

                case DrawBuffer.Type.DragonTail:
                    dragon_tail_pool_[dragon_tail_idx].SetActive(true);
                    dragon_tail_pool_[dragon_tail_idx].transform.position = draw_buffer.object_buffer_[i].transform_.position_;
                    dragon_tail_pool_[dragon_tail_idx].transform.rotation = draw_buffer.object_buffer_[i].transform_.rotation_;
                    ++dragon_tail_idx;
                    break;

                case DrawBuffer.Type.Shutter:
                    shutter_pool_[shutter_idx].SetActive(true);
                    shutter_pool_[shutter_idx].transform.position = draw_buffer.object_buffer_[i].transform_.position_;
                    shutter_pool_[shutter_idx].transform.rotation = draw_buffer.object_buffer_[i].transform_.rotation_;
                    ++shutter_idx;
                    break;
                }
            }
            for (var i = zako_idx; i < ZAKO_MAX; ++i)
            {
                zako_pool_[i].SetActive(false);
            }
            for (var i = dragon_head_idx; i < DRAGON_HEAD_MAX; ++i)
            {
                dragon_head_pool_[i].SetActive(false);
            }
            for (var i = dragon_body_idx; i < DRAGON_BODY_MAX; ++i)
            {
                dragon_body_pool_[i].SetActive(false);
            }
            for (var i = dragon_tail_idx; i < DRAGON_TAIL_MAX; ++i)
            {
                dragon_tail_pool_[i].SetActive(false);
            }
            for (var i = shutter_idx; i < SHUTTER_MAX; ++i)
            {
                shutter_pool_[i].SetActive(false);
            }

            for (var i = 0; i < AUDIO_CHANNEL_MAX; ++i)
            {
                if (draw_buffer.se_[i] != DrawBuffer.SE.None)
                {
                    switch (draw_buffer.se_[i])
                    {
                    case DrawBuffer.SE.Bullet:
                        audio_sources_bullet_[audio_source_bullet_index_].Play();
                        ++audio_source_bullet_index_;
                        if (audio_source_bullet_index_ >= AUDIOSOURCE_BULLET_MAX)
                        {
                            audio_source_bullet_index_ = 0;
                        }
                        break;

                    case DrawBuffer.SE.Explosion:
                        audio_sources_explosion_[audio_source_explosion_index_].Play();
                        ++audio_source_explosion_index_;
                        if (audio_source_explosion_index_ >= AUDIOSOURCE_EXPLOSION_MAX)
                        {
                            audio_source_explosion_index_ = 0;
                        }
                        break;

                    case DrawBuffer.SE.Missile:
                        audio_sources_missile_[audio_source_missile_index_].Play();
                        ++audio_source_missile_index_;
                        if (audio_source_missile_index_ >= AUDIOSOURCE_MISSILE_MAX)
                        {
                            audio_source_missile_index_ = 0;
                        }
                        break;

                    case DrawBuffer.SE.Lockon:
                        audio_sources_lockon_[audio_source_lockon_index_].Play();
                        ++audio_source_lockon_index_;
                        if (audio_source_lockon_index_ >= AUDIOSOURCE_LOCKON_MAX)
                        {
                            audio_source_lockon_index_ = 0;
                        }
                        break;

                    case DrawBuffer.SE.Shield:
                        audio_sources_shield_[audio_source_shield_index_].Play();
                        ++audio_source_shield_index_;
                        if (audio_source_shield_index_ >= AUDIOSOURCE_SHIELD_MAX)
                        {
                            audio_source_shield_index_ = 0;
                        }
                        break;

                    case DrawBuffer.SE.VoiceIkuyo:
                        audio_sources_voice_ikuyo_.Play();
                        break;

                    case DrawBuffer.SE.VoiceUwaa:
                        audio_sources_voice_uwaa_.Play();
                        break;

                    case DrawBuffer.SE.VoiceSorosoro:
                        audio_sources_voice_sorosoro_.Play();
                        break;

                    case DrawBuffer.SE.VoiceOtoto:
                        audio_sources_voice_ototo_.Play();
                        break;

                    case DrawBuffer.SE.VoiceYoshi:
                        audio_sources_voice_yoshi_.Play();
                        break;
                    }
                    draw_buffer.se_[i] = DrawBuffer.SE.None;
                }
            }

            switch (draw_buffer.bgm_)
            {
            case DrawBuffer.BGM.Keep:
                break;

            case DrawBuffer.BGM.Stop:
                audio_sources_bgm_.Stop();
                is_bgm_playing_ = false;
                break;

            case DrawBuffer.BGM.Pause:
                if (is_bgm_playing_)
                {
                    audio_sources_bgm_.Pause();
                }
                break;

            case DrawBuffer.BGM.Resume:
                if (is_bgm_playing_)
                {
                    audio_sources_bgm_.Play();
                }
                break;

            case DrawBuffer.BGM.Battle:
                audio_sources_bgm_.Play();
                is_bgm_playing_ = true;
                break;
            }
            draw_buffer.bgm_ = DrawBuffer.BGM.Keep;

            switch (draw_buffer.motion_)
            {
            case DrawBuffer.Motion.Keep:
                break;

            case DrawBuffer.Motion.Play:
                TubeScroller.Instance.setPause(false);
                break;

            case DrawBuffer.Motion.Pause:
                TubeScroller.Instance.setPause(true);
                break;

            case DrawBuffer.Motion.Resume:
                TubeScroller.Instance.setPause(false);
                break;

            case DrawBuffer.Motion.GoodLuck:
                TubeScroller.Instance.setOperatorMotionGoodLuck();
                break;
            }
            draw_buffer.motion_ = DrawBuffer.Motion.Keep;
        }
예제 #33
0
 public override void renderUpdate(int front, CameraBase dummy, ref DrawBuffer draw_buffer)
 {
     applyTransform(ref rigidbody_.transform_.position_, ref rigidbody_.transform_.rotation_);
 }
예제 #34
0
 public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
 {
     if (trail_id_ >= 0) {
     Trail.Instance.renderUpdate(front, trail_id_);
     }
 }
예제 #35
0
 public void registSound(DrawBuffer.SE se)
 {
     int updating_front = 1 - rendering_front_;
     draw_buffer_[updating_front].registSound(se);
 }
예제 #36
0
        // オブジェクト描画(SetActive)
        private void render(ref DrawBuffer draw_buffer)
        {
            if (player_prefab_ == null)       // テスト環境
            {
                camera_.enabled = true;
                return;
            }

            // camera
            camera_.transform.position = draw_buffer.camera_transform_.position_;
            camera_.transform.rotation = draw_buffer.camera_transform_.rotation_;
            camera_.enabled            = true;

            // player
            if (player_go_ != null)
            {
                player_go_.transform.position = draw_buffer.player_transform_.position_;
                player_go_.transform.rotation = draw_buffer.player_transform_.rotation_;
            }
            int zako_idx = 0;

            for (var i = 0; i < draw_buffer.object_num_; ++i)
            {
                switch (draw_buffer.object_buffer_[i].type_)
                {
                case DrawBuffer.Type.None:
                    Debug.Assert(false);
                    break;

                case DrawBuffer.Type.Zako:
                    zako_pool_[zako_idx].SetActive(true);
                    zako_pool_[zako_idx].transform.position = draw_buffer.object_buffer_[i].transform_.position_;
                    zako_pool_[zako_idx].transform.rotation = draw_buffer.object_buffer_[i].transform_.rotation_;
                    ++zako_idx;
                    break;
                }
            }
            for (var i = zako_idx; i < ZAKO_MAX; ++i)
            {
                zako_pool_[i].SetActive(false);
            }

            for (var i = 0; i < AUDIO_CHANNEL_MAX; ++i)
            {
                if (draw_buffer.se_[i] != DrawBuffer.SE.None)
                {
                    switch (draw_buffer.se_[i])
                    {
                    case DrawBuffer.SE.Bullet:
                        audio_sources_bullet_[audio_source_bullet_index_].Play();
                        ++audio_source_bullet_index_;
                        if (audio_source_bullet_index_ >= AUDIOSOURCE_BULLET_MAX)
                        {
                            audio_source_bullet_index_ = 0;
                        }
                        break;

                    case DrawBuffer.SE.Explosion:
                        audio_sources_explosion_[audio_source_explosion_index_].Play();
                        ++audio_source_explosion_index_;
                        if (audio_source_explosion_index_ >= AUDIOSOURCE_EXPLOSION_MAX)
                        {
                            audio_source_explosion_index_ = 0;
                        }
                        break;

                    case DrawBuffer.SE.Missile:
                        audio_sources_missile_[audio_source_missile_index_].Play();
                        ++audio_source_missile_index_;
                        if (audio_source_missile_index_ >= AUDIOSOURCE_MISSILE_MAX)
                        {
                            audio_source_missile_index_ = 0;
                        }
                        break;

                    case DrawBuffer.SE.Lockon:
                        audio_sources_lockon_[audio_source_lockon_index_].Play();
                        ++audio_source_lockon_index_;
                        if (audio_source_lockon_index_ >= AUDIOSOURCE_LOCKON_MAX)
                        {
                            audio_source_lockon_index_ = 0;
                        }
                        break;

                    case DrawBuffer.SE.VoiceIkuyo:
                        audio_sources_voice_ikuyo_.Play();
                        break;

                    case DrawBuffer.SE.VoiceUwaa:
                        audio_sources_voice_uwaa_.Play();
                        break;

                    case DrawBuffer.SE.VoiceSorosoro:
                        audio_sources_voice_sorosoro_.Play();
                        break;

                    case DrawBuffer.SE.VoiceOtoto:
                        audio_sources_voice_ototo_.Play();
                        break;

                    case DrawBuffer.SE.VoiceYoshi:
                        audio_sources_voice_yoshi_.Play();
                        break;
                    }
                    draw_buffer.se_[i] = DrawBuffer.SE.None;
                }
            }
        }
예제 #37
0
 public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
 {
     // lock_target_.renderUpdate(front, camera);
 }
예제 #38
0
 public override void renderUpdate(int front, MyCamera camera, ref DrawBuffer draw_buffer)
 {
     lock_target_.renderUpdate(front, camera);
     draw_buffer.regist(ref rigidbody_.transform_, DrawBuffer.Type.Zako);
 }
예제 #39
0
 public override void renderUpdate(int front, CameraBase camra, ref DrawBuffer draw_buffer)
 {
     muscle_motion_.renderUpdate(ref draw_buffer, DrawBuffer.Type.MuscleMotionPlayer);
 }