public void button_resume() { Cubes_Script.pause = false; Fragment_Script.pause = false; gameObject.SetActive(false); Canvas_Script.SetActive("Button_Pause", true); }
public void button_pause() { Cubes_Script.pause = true; Fragment_Script.pause = true; gameObject.SetActive(false); Instantiate(pause_board); Canvas_Script.SetActive("Button_Resume", true); Canvas_Script.SetActive("Button_Title", true); Canvas_Script.SetActive("Text_Highscore", false); Canvas_Script.SetActive("Text_Highscore_Label", false); }
public void button_resume() { Cubes_Script.pause = false; Fragment_Script.pause = false; gameObject.SetActive(false); Canvas_Script.SetActive("Button_Title", false); Destroy(GameObject.FindGameObjectWithTag("Pause_Board")); Canvas_Script.SetActive("Button_Pause", true); Canvas_Script.SetActive("Text_Highscore", true); Canvas_Script.SetActive("Text_Highscore_Label", true); }
// Update is called once per frame void Update() { if (pause) { input_after_pause = true; return; } if (stop_flag) { return; } Vector3 pos = transform.position; if (fall_flag)//落下中 { //new ver // stop_flag = true; Vector3 Cubes_pos = transform.position; Cubes_pos.y -= fall_speed * Time.deltaTime; // transform.position = Cubes_pos; if (Cubes_pos.y <= -26 + fall_dist) //落下完了 { stop_flag = true; Cubes_pos.y = -26 + fall_dist; //列削除確認 Falled_Management.Check_Line();//列確認 //GAME_OVER確認 for (int n = 0; n < transform.childCount; n++) { int[] _id = transform.GetChild(n).transform.GetComponent <Cube_Script>().get_fallen_id(); if (_id[1] >= 21) //GAME_OVER { Debug.Log("GameOver!"); Canvas_Script.SetActive("Button_Title", true); Canvas_Script.SetActive("Button_Again", true); Canvas_Script.SetActive("Button_Pause", false); Canvas_Script.SetActive("Text_Result", true); Canvas_Script.SetActive("Text_Result_Label", true); Canvas_Script.SetActive("Text_Gameover", true); Text Score = GameObject.FindGameObjectWithTag("Score").GetComponent <Text>(); Text Result = GameObject.FindGameObjectWithTag("Result").GetComponent <Text>(); Result.text = Score.text; int score = int.Parse(Score.text); Canvas_Script.SetActive("Text_Score", false); Canvas_Script.SetActive("Text_Score_Label", false); Canvas_Script.SetActive("Text_Highscore", false); Canvas_Script.SetActive("Text_Highscore_Label", false); int high_score = PlayerPrefs.GetInt(HIGH_SCORE, 0); if (score > high_score) { PlayerPrefs.SetInt(HIGH_SCORE, score); } Instantiate(gameover_board); Generate_Cube.generate = false; return; } } } transform.position = Cubes_pos; } else //制御可能 { pos.z -= slide_speed * Time.deltaTime; pos.y -= slide_speed * Mathf.Tan(Mathf.PI / 6) * Time.deltaTime; switch (Input_Manager()) { case NO_INPUT: break; case SWIPE_RIGHT: Move_Right(); break; case SWIPE_LEFT: Move_Left(); break; case SWIPE_DOWN: Move_Down(); return; case TOUCH: for (int n = 0; n < transform.childCount; n++) { transform.GetChild(n).GetComponent <Cube_Script>().Clicked(); } break; } if (Input.GetKeyDown(KeyCode.RightArrow)) { Move_Right(); } if (Input.GetKeyDown(KeyCode.LeftArrow)) { Move_Left(); } if (pos.z < -10.1f) { pos.z = -10.1f; fall_flag = true; //ここで落下ポジション決定する fall_dist = Determin_Fall(gameObject);//返り値が落ちる高さ Generate_Cube.generate = true; } if (transform.childCount == 0) {//全部削除された Generate_Cube.generate = true; Destroy(gameObject); } transform.position = pos; } }