Пример #1
0
 public void button_resume()
 {
     Cubes_Script.pause    = false;
     Fragment_Script.pause = false;
     gameObject.SetActive(false);
     Canvas_Script.SetActive("Button_Pause", true);
 }
Пример #2
0
 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);
 }
Пример #3
0
    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);
    }
Пример #4
0
    // 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;
        }
    }