Exemplo n.º 1
0
    ///
    /// <summary>   ステートを抜ける時の処理.   </summary>
    ///
    /// <remarks>   Kazuyuki,.  </remarks>
    ///
    /// <param name="exitState">    State of the exit.  </param>
    ///

    void ExecuteStateExitProcesss(MainState exitState)
    {
        switch (exitState)
        {
        case MainState.START:
            break;

        case MainState.PLAY:
            dirtySystem.IsRunning = false;
            recoverySoapCreatersManager.IsRunning = false;
            break;

        case MainState.PAUSE:
            break;

        case MainState.PLAY_RECORD:
            m_pauseScreenUI.PushPose();
            m_playRecordAsPauseObject.PushPose();
            break;

        case MainState.CHECK_TRANSITION:
            m_checkTransitionMenuScreeenUI.PushPose();
            m_pauseScreenUI.PushPose();
            break;

        case MainState.END:
            break;

        default:
            break;
        }
    }
Exemplo n.º 2
0
 void Pause()
 {
     pausingStopUI.PushPose();
     pausingStartUI.PushPose();
     pauseObjects.PushPose();
 }
Exemplo n.º 3
0
    ///
    /// <summary>   ステートを入る時の処理.    </summary>
    ///
    /// <remarks>   Kazuyuki,.  </remarks>
    ///
    /// <param name="enterState">   メインの状態. </param>
    ///

    void ExecuteStateEnterProcesss(MainState enterState)
    {
        switch (enterState)
        {
        case MainState.START:
            // スタート状態に入った
            switch (m_beforeMainStete)
            {
            case MainState.START:
                m_pauseSystems.pausing = true;
                m_dirtySystem.pausing  = true;

                break;

            case MainState.PLAY:
                m_pauseSystems.pausing = true;
                m_dirtySystem.pausing  = true;
                break;

            case MainState.PAUSE:
                // 前の状態はポーズ
                m_sizeIconUI.pausing     = false;
                m_sizeCounterUI.pausing  = false;
                m_dirtyCounterUI.pausing = false;
                m_washChainUI.pausing    = false;
                m_miniMapUI.pausing      = false;
                m_sayUI.pausing          = false;
                m_markerUI.pausing       = false;
                m_pinchFrame.pausing     = false;

                m_pushKeyUI.pausing = true;

                //フリープレイ時オフ
                if (m_modeState == ModeState.FREE_PLAY)
                {
                    m_sizeCounterUI.pausing  = true;
                    m_dirtyCounterUI.pausing = true;
                    m_washChainUI.pausing    = true;
                    m_pauseSystems.pausing   = true;
                    m_instructPuase.pausing  = false;
                }
                // 通常時非表示
                else
                {
                    m_instructPuase.pausing = true;
                }

                m_pauseObjects.pausing  = false;
                m_pauseScreenUI.pausing = true;
                m_pauseSystems.pausing  = true;
                m_dirtySystem.pausing   = true;
                break;

            case MainState.PLAY_RECORD:
                m_pauseSystems.pausing = true;
                m_dirtySystem.pausing  = true;
                break;

            case MainState.END:
                m_pauseSystems.pausing = true;
                m_dirtySystem.pausing  = true;
                break;

            default:
                break;
            }
            break;

        case MainState.PLAY:
            // プレイ状態に入った
            switch (m_beforeMainStete)
            {
            case MainState.START:
                //
                m_sizeIconUI.pausing     = false;
                m_sizeCounterUI.pausing  = false;
                m_dirtyCounterUI.pausing = false;
                m_washChainUI.pausing    = false;
                m_miniMapUI.pausing      = false;
                m_sayUI.pausing          = false;
                m_markerUI.pausing       = false;
                m_pinchFrame.pausing     = false;

                m_pushKeyUI.pausing = true;


                m_pauseObjects.pausing = false;
                m_pauseSystems.pausing = false;
                m_dirtySystem.pausing  = false;
                if (m_dirtys)
                {
                    m_dirtys.pausing = false;
                }

                m_pauseScreenUI.pausing = true;
                //フリープレイ時オフ
                if (m_modeState == ModeState.FREE_PLAY)
                {
                    m_sizeCounterUI.pausing  = true;
                    m_dirtyCounterUI.pausing = true;
                    m_washChainUI.pausing    = true;
                    m_pauseSystems.pausing   = true;
                    m_instructPuase.pausing  = false;
                }
                // 通常時
                else
                {
                    m_instructPuase.pausing = true;
                }
                break;

            case MainState.PLAY:
                break;

            case MainState.PAUSE:
                m_sizeIconUI.pausing     = false;
                m_sizeCounterUI.pausing  = false;
                m_dirtyCounterUI.pausing = false;
                m_washChainUI.pausing    = false;
                m_miniMapUI.pausing      = false;
                m_sayUI.pausing          = false;
                m_markerUI.pausing       = false;
                m_pinchFrame.pausing     = false;

                m_pushKeyUI.pausing    = true;
                m_pauseObjects.pausing = false;
                m_pauseSystems.pausing = false;
                m_dirtySystem.pausing  = false;

                m_pauseScreenUI.pausing = true;
                m_dirtys.pausing        = false;
                player.GetComponent <PlayerCharacterController>().isNotJump = true;
                //フリープレイ時オフ
                if (m_modeState == ModeState.FREE_PLAY)
                {
                    m_sizeCounterUI.pausing  = true;
                    m_dirtyCounterUI.pausing = true;
                    m_washChainUI.pausing    = true;
                    m_pauseSystems.pausing   = true;
                    m_instructPuase.pausing  = false;
                }
                // 通常時
                else
                {
                    m_instructPuase.pausing = true;
                }
                break;

            case MainState.PLAY_RECORD:
                m_sizeIconUI.pausing     = false;
                m_sizeCounterUI.pausing  = false;
                m_dirtyCounterUI.pausing = false;
                m_washChainUI.pausing    = false;
                m_miniMapUI.pausing      = false;
                m_sayUI.pausing          = false;
                m_markerUI.pausing       = false;
                m_pinchFrame.pausing     = false;

                m_pushKeyUI.pausing = true;

                m_pauseObjects.pausing = false;
                m_pauseSystems.pausing = false;
                m_dirtySystem.pausing  = false;
                if (m_dirtys)
                {
                    m_dirtys.pausing = true;
                }

                m_pauseScreenUI.pausing = true;

                //フリープレイ時オフ
                if (m_modeState == ModeState.FREE_PLAY)
                {
                    m_sizeCounterUI.pausing  = true;
                    m_dirtyCounterUI.pausing = true;
                    m_washChainUI.pausing    = true;
                    m_pauseSystems.pausing   = true;
                    m_instructPuase.pausing  = false;
                }
                // 通常時
                else
                {
                    m_instructPuase.pausing = true;
                }
                break;

            case MainState.CHECK_TRANSITION:
                m_sizeIconUI.pausing     = false;
                m_sizeCounterUI.pausing  = false;
                m_dirtyCounterUI.pausing = false;
                m_washChainUI.pausing    = false;
                m_miniMapUI.pausing      = false;
                m_sayUI.pausing          = false;
                m_markerUI.pausing       = false;
                m_pinchFrame.pausing     = false;

                m_pushKeyUI.pausing    = true;
                m_pauseObjects.pausing = false;
                m_pauseSystems.pausing = false;
                m_dirtySystem.pausing  = false;
                if (m_dirtys)
                {
                    m_dirtys.pausing = true;
                }

                m_pauseScreenUI.pausing = true;

                //フリープレイ時オフ
                if (m_modeState == ModeState.FREE_PLAY)
                {
                    m_sizeCounterUI.pausing  = true;
                    m_dirtyCounterUI.pausing = true;
                    m_washChainUI.pausing    = true;
                    m_pauseSystems.pausing   = true;
                    m_instructPuase.pausing  = false;
                }
                // 通常時
                else
                {
                    m_instructPuase.pausing = true;
                }
                break;

            case MainState.END:

                break;

            default:
                break;
            }

            if (m_modeState == ModeState.FREE_PLAY)
            {
                m_pauseSystems.pausing = true;
            }
            //  pauseObject.pausing = false;
            break;

        case MainState.PAUSE:
            // ポーズに入る前の状態で処理わけ
            switch (m_beforeMainStete)
            {
            case MainState.START:
                m_sizeIconUI.pausing     = true;
                m_sizeCounterUI.pausing  = true;
                m_dirtyCounterUI.pausing = true;
                m_washChainUI.pausing    = true;
                m_miniMapUI.pausing      = true;
                m_sayUI.pausing          = true;
                m_markerUI.pausing       = true;
                m_pinchFrame.pausing     = true;

                m_instructPuase.pausing = true;
                m_pushKeyUI.pausing     = true;

                m_pauseObjects.pausing = true;
                m_pauseSystems.pausing = true;
                m_dirtySystem.pausing  = true;
                if (m_dirtys)
                {
                    m_dirtys.pausing = true;
                }

                m_pauseScreenUI.pausing = false;
                break;

            case MainState.PLAY:
                m_sizeIconUI.pausing     = true;
                m_sizeCounterUI.pausing  = true;
                m_dirtyCounterUI.pausing = true;
                m_washChainUI.pausing    = true;
                m_miniMapUI.pausing      = true;
                m_sayUI.pausing          = true;
                m_markerUI.pausing       = true;
                m_pinchFrame.pausing     = true;

                m_instructPuase.pausing = true;
                m_pushKeyUI.pausing     = true;

                m_pauseObjects.pausing = true;
                m_pauseSystems.pausing = true;
                m_dirtySystem.pausing  = true;
                if (m_dirtys)
                {
                    m_dirtys.pausing = true;
                }

                m_pauseScreenUI.pausing = false;
                break;

            case MainState.PLAY_RECORD:

                break;

            case MainState.END:
                break;

            default:
                break;
            }
            break;

        case MainState.CHECK_TRANSITION:
            // 前状態がスタートもしくはプレイ(=フリーモード)
            if (m_modeState == ModeState.FREE_PLAY)
            {
                m_sizeIconUI.pausing     = true;
                m_sizeCounterUI.pausing  = true;
                m_dirtyCounterUI.pausing = true;
                m_washChainUI.pausing    = true;
                m_miniMapUI.pausing      = true;
                m_sayUI.pausing          = true;
                m_markerUI.pausing       = true;
                m_pinchFrame.pausing     = true;

                m_instructPuase.pausing = true;
                m_pushKeyUI.pausing     = true;
                m_pauseObjects.pausing  = true;
            }
            m_checkTransitionMenuScreeenUI.pausing = false;
            m_pauseScreenUI.pausing = true;
            break;

        case MainState.PLAY_RECORD:
            m_pauseScreenUI.PushPose();
            m_playRecordAsPauseObject.PushPose();
            break;

        case MainState.END:
            m_endUI.pausing = false;
            //BGMManager.Instance.StopBGM(0);
            break;

        default:
            break;
        }
    }
Exemplo n.º 4
0
 // Use this for initialization
 void Start()
 {
     pausingStartUI.PushPose();
 }