// Use this for initialization void Start() { state = Charselect.SELECT; //ゲーム中の選択状態をリセット ActionRecordManager.sActionRecord.Reset(); //実績解放によって表示を変更 if (save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.no1)) { soaps[3].active = false; } else { soaps[2].active = false; } if (save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.kakure1) && save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.kakure2) && save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.kakure3) && save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.kakure4)) { soaps[1].active = false; } else { soaps[0].active = false; } BGMManager.Instance.PlayBGM("Character_Choice_BGM", 1.0f); }
// Update is called once per frame void Update() { if (((Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Joystick1Button0))) && Fade.FadeEnd()) { switch (state) { case Charselect.SELECT: { //回転が終わっているかキャラが解放されているかチェック if (CheckOpenChar(soap.GetCharNo()) && soap.EndRotation()) { state = Charselect.PLAY; //キャラセレクトからモードセレクトへ移行準備 soap.SetEnter(); no.SetCharNo(soap.GetCharNo()); //表示切替 charUI.ChangePause(); BGMManager.Instance.PlaySE("Character_Decision"); selifu[0].Sleep(); selifu[1].Sleep(); } else { BGMManager.Instance.PlaySE("Not_Character_Decision"); if (soap.EndRotation()) { switch (soap.GetCharNo()) { case 1: selifu[0].Active(); selifu[1].Sleep(); break; case 2: selifu[1].Active(); selifu[0].Sleep(); break; default: break; } } } break; } case Charselect.PLAY: { // Application.LoadLevel("Main"); state = Charselect.FADE; BGMManager.Instance.PlaySE("Cursor_Decision"); Fade.ChangeScene("main"); //プレイモードセット SceneData.modeSelect = (PlayModeState)m_playMode.SelectNow; break; } default: { break; } } } if (Input.GetKeyDown(KeyCode.Escape)) { switch (state) { case Charselect.SELECT: { Fade.ChangeScene("Menu"); break; } case Charselect.PLAY: { state = Charselect.SELECT; charUI.ChangePause(); break; } } } if (state == Charselect.PLAY) { //1f対応 if (!CheckOpenChar(soap.GetCharNo())) { state = Charselect.SELECT; charUI.ChangePause(); } } switch (soap.GetCharNo()) { case 0: name.text = "せっけんくん"; status.text = "せっけんくんは\nのうりょくが\nへいきんてきな\nキャラクターだ"; name.color = status.color = new Color(0.0f, 0.8f, 1.0f); selifu[0].Sleep(); selifu[1].Sleep(); break; case 1: if (soaps[0].active) { name.text = "せっけんヒーロー"; status.text = "せっけんヒーローはスピードが\nはやいので\nテクニックがひつようだ!"; name.color = status.color = new Color(1.0f, 0.6f, 0.0f); } else { name.text = status.text = ""; } break; case 2: if (soaps[2].active) { name.text = "せっけんちゃん"; status.text = "せっけんちゃんは\nかいふくりょくがたかいが\nうけるダメージがおおきいぞ"; name.color = status.color = new Color(1.0f, 0.0f, 0.4f); } else { name.text = status.text = ""; } break; default: break; } }