Exemplo n.º 1
0
    IEnumerator Post(string postdata)
    {
        UnityWebRequest request = new UnityWebRequest(URL, "POST");

        byte[] bodyRaw = Encoding.UTF8.GetBytes(postdata);
        request.uploadHandler   = (UploadHandler) new UploadHandlerRaw(bodyRaw);
        request.downloadHandler = (DownloadHandler) new DownloadHandlerBuffer();
        request.SetRequestHeader("Content-Type", "application/json");

        yield return(request.Send());

        DataContractJsonSerializerSettings settings = new DataContractJsonSerializerSettings();

        settings.MaxItemsInObjectGraph = 10;

        string     json       = request.downloadHandler.text;
        GameObject Messageobj = GameObject.Find("Message");

        if (request.responseCode == 200)
        {
            GradeupResponse data = JsonUtils.ToObject <GradeupResponse>(json);

            Text Messagetext = Messageobj.GetComponent <Text>();
            Messagetext.text = data.name + "をゲットしました";


            GameObject          synthesiscontrollerobj = GameObject.Find("SynthesisController");
            SynthesisController synthesiscontroller    = synthesiscontrollerobj.GetComponent <SynthesisController>();

            synthesiscontroller.Executionflag = true;
        }
        else   // todo 配列で返ってきたパターンでちゃんと表示できるようにする
        {
            ErrorResponse errorobj    = JsonUtils.ToObject <ErrorResponse>(json);
            Text          Messagetext = Messageobj.GetComponent <Text>();

            Messagetext.text = errorobj.ErrorMessage;

            Debug.Log("GRADEUPFAILED");
        }
    }
Exemplo n.º 2
0
    void Update()
    {
        if (!moveFlag)
        {
            return;
        }
        //合成画面を開く
        if (Input.GetKeyDown(KeyCode.Tab) || Input.GetButtonDown("Triangle") && synthesisGUI.activeSelf == false)
        {
            synthesisGUI.SetActive(!synthesisGUI.activeSelf);
            if (synthesisGUI.activeSelf == true)
            {
                Time.timeScale = 0.0f;
                this.GetComponent <MatlManager>().HaveCrystal();
                this.GetComponent <WeaponManager>().HaveWeapon();
            }
        }
        //合成画面を閉じる
        if (Input.GetButtonDown("Cross") && synthesisGUI.activeSelf == true)
        {
            if (synthesisBoxes.GetComponent <SynthesisController>().EndFlag)
            {
                return;
            }
            synthesisGUI.SetActive(!synthesisGUI.activeSelf);
            Time.timeScale = 1.0f;
            resetFlag      = false;
        }


        //合成の操作
        if (synthesisGUI.activeSelf == true)
        {
            SynthesisController synthesisCtrl = synthesisBoxes.GetComponent <SynthesisController>();
            //素材クリスタルを右に移動
            if (Input.GetAxisRaw("CrossKey_H") > 0 && lastSelect == 0 && synthesisCtrl.EndFlag == false ||
                Input.GetKeyDown(KeyCode.RightArrow))
            {
                matlButton.GetComponent <MatlSelect>().MoveRightFlag = true;
            }
            //素材クリスタルを左に移動
            if (Input.GetAxisRaw("CrossKey_H") < 0 && lastSelect == 0 && synthesisCtrl.EndFlag == false ||
                Input.GetKeyDown(KeyCode.LeftArrow))
            {
                matlButton.GetComponent <MatlSelect>().MoveLeftFlag = true;
            }
            //合成ボタン
            if (Input.GetKeyDown(KeyCode.P) || Input.GetButtonDown("Square"))
            {
                synthesisCtrl.EndFlag = true;
            }
            //リセット
            if (Input.GetButtonDown("Triangle"))
            {
                if (synthesisBoxes.GetComponent <SynthesisController>().EndFlag)
                {
                    return;
                }
                if (resetFlag)
                {
                    synthesisCtrl.ResetCrystal();
                }
            }
            lastSelect = Input.GetAxisRaw("CrossKey_H");
            if (resetFlag == false)
            {
                resetFlag = true;
            }
        }

        if (Time.timeScale == 0)
        {
            return;
        }

        //武器切り替え
        if (Input.GetButtonDown("R1") && attackFlag || Input.GetKeyDown(KeyCode.L))
        {
            WeaponChangeRight();
        }
        if (Input.GetButtonDown("L1") && attackFlag || Input.GetKeyDown(KeyCode.K))
        {
            WeaponChangeLeft();
        }

        //槍を投げる(通常攻撃じゃない)
        if (secondSpearPreventFlag && weaponNumber == 1 && Input.GetButtonDown("R2") || Input.GetKeyDown(KeyCode.O))
        {
            playerAnime.SetTrigger(key_SpearThrow);
            spearThrowTimeFlag     = true;
            secondSpearPreventFlag = false;
        }
        // 槍を投げる
        if (spearThrowTimeFlag)
        {
            spearThrowTime -= Time.deltaTime;
            if (spearThrowTime <= 0)
            {
                weaponAtaccks = spear.transform.GetChild(0).GetComponent <WeaponAtaccks>();
                weaponAtaccks.AbnormalAttaks(weaponNumber, null);
                spearThrowTimeFlag = false;
                spearThrowTime     = max_spearThrowTime;
            }
        }


        if (weaponNumber == 3)
        {
            if (Input.GetButton("Circle"))
            {
                // shildFlagがtrueの時はダメージを受けない
                attackFlag = false;
                shildFlag  = true;
                playerAnime.SetBool(key_ShildAttack, true);
                playerAnime.SetBool(key_ShildLoop, true);
                barrier.SetActive(true);
            }

            if (Input.GetButtonUp("Circle"))
            {
                shildFlag = false;
                playerAnime.SetBool(key_ShildAttack, false);
                playerAnime.SetBool(key_ShildLoop, false);
                DownDurable();
                attackFlag = true;
                barrier.GetComponent <ShieldFade>().SetEndEffect();
            }
        }

        //攻撃
        if ((Input.GetButtonDown("Circle")) && weaponNumber != 3 && attackFlag)
        {
            isAttack   = true;
            attackFlag = false;
            playerAnime.SetTrigger(key_Attack);
            GetComponent <weapon_collider>().SetCollider_Flag = true;
        }
    }