//-------------------------------------------------------------------- // ● 更新(更新) //-------------------------------------------------------------------- protected override void update_update() { base.update_update(); if (Input.GetKeyDown(KeyCode.Backspace)) { next_scene_name = SceneManager.GetActiveScene().name; } switch (game_state) { case Game_State.START: update_start(); break; case Game_State.GAME: update_game(); break; case Game_State.CLEAR: update_clear(); break; case Game_State.OVER: update_over(); break; } Debug_EX.add("Game\t :" + game_state); /* * if (Input.GetKeyDown(KeyCode.F12)) { * next_scene_name = "Title"; * } */ }
//-------------------------------------------------------------------- // ● 更新(キネクト) //-------------------------------------------------------------------- void update_kinect() { var kinect = KinectManager.Instance; if (kinect == null) { return; } var id = kinect.GetPlayer1ID(); if (id <= 0) { return; } var main_position = kinect.GetUserPosition(id); var hip = 0; var right_hand = 11; // 人が存在するかを判定 is_human_exists = kinect.IsJointTracked(id, hip); if (kinect.IsJointTracked(id, right_hand)) { var joint_position = kinect.GetJointPosition(id, right_hand); joint_position -= main_position; var joint_rotation = kinect.GetJointOrientation(id, right_hand, true); // transform.localPosition = joint_position; // transform.rotation = joint_rotation; // 右手の位置を設定 var y = 1 - Mathf.Clamp01(joint_position.y); hand_position = new Vector2( Mathf.Clamp01(joint_position.x + 0.5f) * 1920, y * -1080); // 釣り開始を判定 var z = Mathf.Clamp01(joint_position.z * 2 * -1); /* * if (y > 0.4 && z <= 0) * fishing_accumulate_second = Time.time + 1; * if (fishing_accumulate_second > Time.time && z >= 0.5) * is_start_fishing = true; */ debug_position = joint_position; debug_position.z = z; Debug_EX.add(Color.yellow); Debug_EX.add("右手の位置 : " + joint_position); Debug_EX.add(Color.white); } }
//-------------------------------------------------------------------- // ● 更新 //-------------------------------------------------------------------- protected virtual void Update() { // FPSを計測 frame_count++; // フレーム数を加算 // FPS確認秒数に到達した場合、FPSを更新 if (next_frame_check_second < Time.time) { next_frame_check_second = 1 + Time.time; // 次回確認秒数を設定 fps = frame_count; // FPSをフレーム数とする frame_count = 0; // フレーム数をリセット } Debug_EX.add("FPS : " + fps); // FPSをデバッグ表示 }
//-------------------------------------------------------------------- // ● 更新 //-------------------------------------------------------------------- protected override void Update() { base.Update(); // 終了秒に到達したか、BackSpaceボタンが押された場合 if (end_coroutine == null && (end_second < Time.time || Input.GetKeyDown(KeyCode.Backspace))) { end_coroutine = StartCoroutine(end()); } // 終了までの秒数をデバッグ表示 Debug_EX.add("end_second : " + (end_second - Time.time)); }
//-------------------------------------------------------------------- // ● 更新(テスト) //-------------------------------------------------------------------- void update_test() { // Debug_EX.new_line(); Debug_EX.add(Color.yellow); var s = ai.status; Debug_EX.add(ai.name + " HP : " + ai.status.strength + " Mood : " + ai.status.mood); Debug_EX.add(Color.white); var list = new List <string>(states.Keys); foreach (var key in list) { Debug_EX.add(key + "\t: " + states[key].ToString()); } // Debug_EX.add(""); }
//-------------------------------------------------------------------- // ● 更新 //-------------------------------------------------------------------- void Update() { // ESC キーで終了 if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } // FPSを計測 if (next_check_fps_time < Time.time) { next_check_fps_time = Time.time + 1; fps = frame_count; frame_count = 0; } frame_count++; Debug_EX.add(Color.red); Debug_EX.add("FPS : " + fps); Debug_EX.add(Color.white); }
//-------------------------------------------------------------------- // ● 更新 //-------------------------------------------------------------------- public override void update() { base.update(); if (error_second < Time.time) { is_error = true; } Debug_EX.add("コルーチン停止 : " + (error_second - Time.time)); if (is_error) { stop_all_coroutines(); game_manager.next_scene_name = SceneManager.GetActiveScene().name; } if (!is_setup) { return; } if (ai.animator.GetBool("Is_Swim") && ai.animator.GetBool("Is_Under_Water")) { var pos = ai.transform.position; pos.y = Mathf.Min(pos.y, sea.position.y - 1.5f); ai.transform.position = pos; } RaycastHit hit_info; var is_hit = Physics.Raycast( ai.transform.position, -ai.transform.up, out hit_info, 1); ai.animator.SetBool("Is_Grounded", is_hit); }
//-------------------------------------------------------------------- // ● 更新(テスト) //-------------------------------------------------------------------- protected virtual void update_test() { Debug_EX.add(this + " HP : " + strength); Debug_EX.add(this + " Mood : " + mood); }