//--------------------------------------------------------//スタート関数 void Start() { timeText = GetComponentInChildren <Text>(); //get text component T_scl = transform.localScale; //variable receives number of "localScale" T_pos = transform.localPosition; //variable receives number of "localPosition" state = g_state.None; }
//-------------------------------------------------------//アップデート関数 void Update() { switch (state) { case g_state.begin: //ゲームが始まるタイミングで一瞬だけ通る。このタイミングの時間を保守 g_time = DateTime.Now.Hour * 60 * 60 * 1000 + DateTime.Now.Minute * 60 * 1000 + DateTime.Now.Second * 1000 + DateTime.Now.Millisecond; state = g_state.playing; break; case g_state.playing: //プレイ中、計算。タイムに加算されていく nowTime = DateTime.Now.Hour * 60 * 60 * 1000 + DateTime.Now.Minute * 60 * 1000 + DateTime.Now.Second * 1000 + DateTime.Now.Millisecond; duration = (nowTime - g_time) / 1000; timeText.text = "Time : " + duration.ToString() + " sec"; break; case g_state.gamefinish: //ゲームがフィニッシュした時にタイムがグってなってドーンってなるやつ T_pos.x = 60.0f; T_pos.y = -60.0f; T_pos.z = 0.0f; T_scl.x = 3.0f; T_scl.y = 3.0f; T_scl.z = 0.0f; transform.localScale = T_scl; transform.localPosition = T_pos; state = g_state.gameafter; break; case g_state.gameafter: //ゲームが終わった後。マウスクリックでタイトルへ if (Input.GetMouseButtonDown(0)) { SceneManager.LoadScene("Title"); } if ((Input.GetKeyDown(KeyCode.R))) { SceneManager.LoadScene("Scene/Game/Gussan_01"); } break; } }
//-------------------------------------------------------//ステートを切り替えるパブリックな関数 public void setState(g_state _state) { state = _state; }