public void PushGameStart_Input(Title_Player player)
 {
     if (Input.GetButtonDown("Decision"))
     {
         player.setSence(Title_Player.Character_Sence.GAME_SELECT);
     }
 }
Exemplo n.º 2
0
 // Start is called before the first frame update
 void Start()
 {
     player_Draw = GameObject.Find("Canvas");
     player      = player_Draw.GetComponent <Title_Player>();
     player.setSence(Title_Player.Character_Sence.PUSH_GAME_START);
     player.setInput(Title_Player.Player_Input.UP);
     audioSource = GetComponent <AudioSource>();
 }
 // Start is called before the first frame update
 void Start()
 {
     player_input = GameObject.Find("Canvas");
     player       = player_input.GetComponent <Title_Player>();
     player.sence = Title_Player.Character_Sence.PUSH_GAME_START;
     player.input = Title_Player.Player_Input.UP;
     player.set_Data_Complete_FalseFlg();
 }
Exemplo n.º 4
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    // 各シーンの画面描画分岐処理
    public void Draw_Texture(Title_Player player)
    {
        switch (player.sence)
        {
        case Title_Player.Character_Sence.NEXT_GAMESTART:
        {
            NextGameStart_Draw();
            break;
        }

        case Title_Player.Character_Sence.NEXT_GAMETITLE:
        {
            NextGameTitle_Draw();
            break;
        }

        case Title_Player.Character_Sence.PUSH_GAME_START:
        {
            PushGameStart_Draw();
            break;
        }

        case Title_Player.Character_Sence.GAME_SELECT:
        {
            GameSelect_Draw(player);
            break;
        }

        case Title_Player.Character_Sence.GAME_START:
        {
            GameStart_Draw();
            break;
        }

        /*
         * case Player.Character_Sence.GAME_DATADELETE_CHECK:
         * {
         *   GameDatadeleteCheck_Draw(player);
         *   break;
         * }
         * case Player.Character_Sence.GAME_DATADELETE:
         * {
         *   break;
         * }
         */
        case Title_Player.Character_Sence.GAME_END_CHECK:
        {
            GameEndCheck_Draw(player);
            break;
        }

        case Title_Player.Character_Sence.GAME_END:
        {
            GameEnd_Draw();
            break;
        }
        }
    }
Exemplo n.º 5
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 //「ゲーム終了確認」画像を表示
 public void GameEndCheck_Draw(Title_Player player)
 {
     push_game_object.SetActive(false);
     select_object.SetActive(false);
     // game_datadelete_check.SetActive(false);
     game_end_check.SetActive(true);
     icon.SetActive(true);
     YesNo_Draw(player);
 }
    public void GameSelect_Input(Title_Player player)
    {
        switch (player.input)
        {
        case Title_Player.Player_Input.UP:
        {
            if (Input.GetButtonDown("Down_Input"))
            {
                player.setInput(Title_Player.Player_Input.DOWN);
            }
            if (Input.GetButtonDown("Decision"))
            {
                player.setSence(Title_Player.Character_Sence.GAME_START);
            }
            break;
        }

        /*
         * case Player.Player_Input.CENTER:
         * {
         *  if(Input.GetButtonDown("Up_Input"))
         *  {
         *      player.setInput(Player.Player_Input.UP);
         *  }
         *  if(Input.GetButtonDown("Down_Input"))
         *  {
         *      player.setInput(Player.Player_Input.DOWN);
         *  }
         *  if (Input.GetButtonDown("Decision"))
         *  {
         *      player.setSence(Player.Character_Sence.GAME_DATADELETE_CHECK);
         *      player.setInput(Player.Player_Input.UP);
         *  }
         *  break;
         * }
         */
        case Title_Player.Player_Input.DOWN:
        {
            if (Input.GetButtonDown("Up_Input"))
            {
                player.setInput(Title_Player.Player_Input.UP);
            }
            if (Input.GetButtonDown("Decision"))
            {
                player.setSence(Title_Player.Character_Sence.GAME_END_CHECK);
                player.setInput(Title_Player.Player_Input.UP);
            }
            break;
        }
        }
        if (Input.GetButtonDown("Cancel"))
        {
            player.setSence(Title_Player.Character_Sence.PUSH_GAME_START);
        }
    }
 public void Init()
 {
     player      = GetComponent <Title_Player>();
     player_data = GameObject.Find("Canvas").GetComponent <Title_Player_Data>();
     Load_Data(player_data, player_data.datapath);
     max_stage = 5;
     player_data.delete_start = false;
     if (player.sence == Title_Player.Character_Sence.NEXT_STAGESELECT)
     {
         Clear_Init();
     }
 }
Exemplo n.º 8
0
 public void Player_Init()
 {
     // プレイヤーのコンポーネントを取得。
     player_Draw = GameObject.Find("Canvas");
     //  player_data = GameObject.Find("Canvas").GetComponent<Player_Data>();
     //  player_data.Load_Data(player_data, player_data.datapath);
     player = player_Draw.GetComponent <Title_Player>();
     Player_Sence_Check();
     player.setInput(Title_Player.Player_Input.UP);
     player.set_Data_Complete_FalseFlg();
     // player_data.max_stage = 5;
     // player_data.delete_start = false;
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible   = false;
 }
Exemplo n.º 9
0
    //「はい・いいえ」の画像表示と処理を実装
    public void YesNo_Draw(Title_Player player)
    {
        switch (player.input)
        {
        case Title_Player.Player_Input.UP:
        {
            icon_rect.anchoredPosition = new Vector2(yes_position_x, yes_position_y);
            break;
        }

        case Title_Player.Player_Input.DOWN:
        {
            icon_rect.anchoredPosition = new Vector2(no_position_x, no_position_y);
            break;
        }
        }
    }
    public void Sence_Input(Title_Player player)
    {
        switch (player.sence)
        {
        case Title_Player.Character_Sence.PUSH_GAME_START:
        {
            PushGameStart_Input(player);
            break;
        }

        case Title_Player.Character_Sence.GAME_SELECT:
        {
            GameSelect_Input(player);
            break;
        }

        case Title_Player.Character_Sence.GAME_START:
        {
            break;
        }

        /*
         * case Player.Character_Sence.GAME_DATADELETE_CHECK:
         * {
         *  GameDatadeleteCheck_Input(player);
         *  break;
         * }
         * case Player.Character_Sence.GAME_DATADELETE:
         * {
         *  break;
         * }
         */
        case Title_Player.Character_Sence.GAME_END_CHECK:
        {
            GameEndCheck_Input(player);
            break;
        }

        case Title_Player.Character_Sence.GAME_END:
        {
            break;
        }
        }
    }
Exemplo n.º 11
0
    //「ゲームモードを選択」を表示と入力後の処理
    public void GameSelect_Draw(Title_Player player)
    {
        push_game_object.SetActive(false);
        select_object.SetActive(true);
        // game_datadelete_check.SetActive(false);
        game_end_check.SetActive(false);
        icon.SetActive(true);

        if (player.Data_Complete_FlgCheck())
        {
            // ゲームデータ削除完了
            GameDatadelete_Draw();
        }

        switch (player.input)
        {
        case Title_Player.Player_Input.UP:
        {
            icon_rect.anchoredPosition = new Vector2(up_tex_position_x, up_tex_position_y);
            break;
        }

        /*
         * case Player.Player_Input.CENTER:
         * {
         *  icon_rect.anchoredPosition = new Vector2(center_tex_position_x, center_tex_position_y);
         *  break;
         * }
         */
        case Title_Player.Player_Input.DOWN:
        {
            icon_rect.anchoredPosition = new Vector2(down_tex_position_x, down_tex_position_y);
            break;
        }
        }
    }
    /*
     * public void GameDatadeleteCheck_Input(Player player)
     * {
     *  switch (player.input)
     *  {
     *      case Player.Player_Input.UP:
     *      {
     *          if(Input.GetButtonDown("Down_Input"))
     *          {
     *              player.setInput(Player.Player_Input.DOWN);
     *          }
     *          if (Input.GetButtonDown("Decision"))
     *          {
     *              player.set_Data_Complete_TrueFlg();
     *              player.setSence(Player.Character_Sence.GAME_SELECT);
     *          }
     *          break;
     *      }
     *      case Player.Player_Input.DOWN:
     *      {
     *          if(Input.GetButtonDown("Up_Input"))
     *          {
     *              player.setInput(Player.Player_Input.UP);
     *          }
     *          if (Input.GetButtonDown("Decision"))
     *          {
     *              player.setSence(Player.Character_Sence.GAME_SELECT);
     *              player.setInput(Player.Player_Input.CENTER);
     *          }
     *          break;
     *      }
     *  }
     *  if (Input.GetButtonDown("Cancel"))
     *  {
     *      player.setSence(Player.Character_Sence.GAME_SELECT);
     *      player.setInput(Player.Player_Input.CENTER);
     *  }
     * }
     */

    public void GameEndCheck_Input(Title_Player player)
    {
        switch (player.input)
        {
        case Title_Player.Player_Input.UP:
        {
            if (Input.GetButtonDown("Down_Input"))
            {
                player.setInput(Title_Player.Player_Input.DOWN);
            }
            if (Input.GetButtonDown("Decision"))
            {
                player.setSence(Title_Player.Character_Sence.GAME_END);
            }
            break;
        }

        case Title_Player.Player_Input.DOWN:
        {
            if (Input.GetButtonDown("Up_Input"))
            {
                player.setInput(Title_Player.Player_Input.UP);
            }
            if (Input.GetButtonDown("Decision"))
            {
                player.setSence(Title_Player.Character_Sence.GAME_SELECT);
            }
            break;
        }
        }
        if (Input.GetButtonDown("Cancel"))
        {
            player.setSence(Title_Player.Character_Sence.GAME_SELECT);
            player.setInput(Title_Player.Player_Input.DOWN);
        }
    }