void Start() { ConfigData_Manager.LOAD(); bgm = InitBar(_bgm); se = InitBar(_se); voice = InitBar(_voice); master = InitBar(_master); joystick = InitBar(_joystick); InvertX = InitBOOL(_invertX); InvertY = InitBOOL(_invertY); }
void CLEAR() { Debug.Log("true"); Cursor.visible = false; ConfigData_Manager.LOAD(); LogData_Manager.LOAD(); SceneLoader.LoadN("LogoScene"); button_a.interactable = true; button_b.interactable = true; button_c.interactable = true; button_d.interactable = true; }
void Update() { //Get Input Data -------------------- var border = 0.1f; Vector2 c = Key.JoyStickL.Get / GamePad_JS.sensivirity; if (GamePad_JS.InvertX) { c.x *= -1; } if (GamePad_JS.InvertY) { c.y *= -1; } var mL = mode; string xx = c.x > border ? "R" : (c.x < -border ? "L" : "N"); float tx = Mathf.Abs(c.x); string xy = c.y > border ? "T" : (c.y < -border ? "B" : "N"); float ty = Mathf.Abs(c.y); string ccc = tx > ty ? xx : xy; bool CP = Key.B.Down; bool CM = Key.A.Down; //Select and Change Select----------- if (idol) { idol = false; flagTrueTime = 0; switch (mode) { case Mode.BGM: switch (ccc) { case "B": mode = Mode.SE; break; case "R": mode = Mode.JOYSTICK; break; default: idol = true; break; } break; case Mode.SE: switch (ccc) { case "T": mode = Mode.BGM; break; case "B": mode = Mode.VOICE; break; case "R": mode = Mode.SELECTGAMEPAD; break; default: idol = true; break; } break; case Mode.VOICE: switch (ccc) { case "T": mode = Mode.SE; break; case "B": mode = Mode.MASTER; break; case "R": mode = Mode.GRAPHICQUALITY; break; default: idol = true; break; } break; case Mode.MASTER: switch (ccc) { case "T": mode = Mode.VOICE; break; case "B": mode = Mode.LOAD; break; case "R": mode = Mode.INVERT_Y; break; default: idol = true; break; } break; case Mode.JOYSTICK: switch (ccc) { case "B": mode = Mode.SELECTGAMEPAD; break; case "L": mode = Mode.BGM; break; default: idol = true; break; } break; case Mode.SELECTGAMEPAD: switch (ccc) { case "T": mode = Mode.JOYSTICK; break; case "B": mode = Mode.GRAPHICQUALITY; break; case "L": mode = Mode.SE; break; default: idol = true; break; } break; case Mode.GRAPHICQUALITY: switch (ccc) { case "T": mode = Mode.SELECTGAMEPAD; break; case "B": mode = Mode.INVERT_X; break; case "L": mode = Mode.VOICE; break; default: idol = true; break; } break; case Mode.INVERT_X: switch (ccc) { case "T": mode = Mode.GRAPHICQUALITY; break; case "B": mode = Mode.INVERT_Y; break; case "L": mode = Mode.VOICE; break; default: idol = true; break; } break; case Mode.INVERT_Y: switch (ccc) { case "T": mode = Mode.INVERT_X; break; case "B": mode = Mode.RETURN; break; case "L": mode = Mode.MASTER; break; default: idol = true; break; } break; case Mode.LOAD: switch (ccc) { case "T": mode = Mode.MASTER; break; case "R": mode = Mode.SAVE; break; default: idol = true; break; } break; case Mode.RETURN: switch (ccc) { case "T": mode = Mode.INVERT_Y; break; case "L": mode = Mode.SAVE; break; default: idol = true; break; } break; case Mode.SAVE: switch (ccc) { case "T": mode = Mode.INVERT_Y; break; case "L": mode = Mode.LOAD; break; case "R": mode = Mode.RETURN; break; default: idol = true; break; } break; } } else { idol = Mathf.Abs(c.x) < border && Mathf.Abs(c.y) < border; } if (!idol) { flagTrueTime += Time.deltaTime; if (flagTrueTime >= MoveTimeInterval) { flagTrueTime = 0; idol = true; } } if (((LCP != CP) && CP) || ((LCM != CM) && CM)) { switch (mode) { case Mode.BGM: if (CP) { AudioSystem.BGM += 0.1f; } if (CM) { AudioSystem.BGM -= 0.1f; } break; case Mode.SE: if (CP) { AudioSystem.SE += 0.1f; } if (CM) { AudioSystem.SE -= 0.1f; } break; case Mode.VOICE: var vv = AudioSystem.VOICE; if (CP) { AudioSystem.VOICE += 0.1f; } if (CM) { AudioSystem.VOICE -= 0.1f; } if (CP || CM) { VoiceSE.Play(); } break; case Mode.MASTER: if (CP) { AudioSystem.MASTER += 0.1f; } if (CM) { AudioSystem.MASTER -= 0.1f; } break; case Mode.JOYSTICK: if (CP) { GamePad_JS.sensivirity += 0.1f; } if (CM) { GamePad_JS.sensivirity -= 0.1f; } break; case Mode.SELECTGAMEPAD: if (CP) { SelectGamepad.Select++; } if (CM) { SelectGamepad.Select--; } break; case Mode.GRAPHICQUALITY: if (CP) { GraphicQuality.Select++; } if (CM) { GraphicQuality.Select--; } break; case Mode.INVERT_X: if (CP || CM) { GamePad_JS.InvertX = !GamePad_JS.InvertX; } break; case Mode.INVERT_Y: if (CP || CM) { GamePad_JS.InvertY = !GamePad_JS.InvertY; } break; case Mode.LOAD: if (CM) { PLAY_NEXT(); ConfigData_Manager.LOAD(); } if (CP) { PLAY_BACK(); mode = Mode.RETURN; } break; case Mode.SAVE: if (CM) { PLAY_NEXT(); ConfigData_Manager.SAVE(); } if (CP) { PLAY_BACK(); mode = Mode.RETURN; } break; case Mode.RETURN: if (CM) { PLAY_BACK(); SceneLoader.Load("SelectScene"); } break; } } //Limit Value---------------------------------------------- if (GamePad_JS.sensivirity < 0.1f) { GamePad_JS.sensivirity = 0.1f; } //Update Drawing UI---------------------------------------- SetBarUI(bgm, AudioSystem.BGM); SetBarUI(se, AudioSystem.SE); SetBarUI(voice, AudioSystem.VOICE); SetBarUI(master, AudioSystem.MASTER); SetBarUI(joystick, GamePad_JS.sensivirity); SetONOFF(InvertX, GamePad_JS.InvertX); SetONOFF(InvertY, GamePad_JS.InvertY); if (mode != Mode.SAVE) { Button_SAVE.color = Color.gray; } if (mode != Mode.LOAD) { Button_LOAD.color = Color.gray; } if (mode != Mode.RETURN) { Button_RETURN.color = Color.gray; } //Draw Select UI ------------------------------------------- tagColor = Mathf.Sin(Time.time * 2); var cc = (tagColor + 1) / 4 + 0.5f; tag_bgm.GetComponent <RawImage>().color = mode == Mode.BGM ? new Color(cc, cc, cc, 1) : Color.gray; tag_se.GetComponent <RawImage>().color = mode == Mode.SE ? new Color(cc, cc, cc, 1) : Color.gray; tag_voice.GetComponent <RawImage>().color = mode == Mode.VOICE ? new Color(cc, cc, cc, 1) : Color.gray; tag_master.GetComponent <RawImage>().color = mode == Mode.MASTER ? new Color(cc, cc, cc, 1) : Color.gray; tag_joystick.GetComponent <RawImage>().color = mode == Mode.JOYSTICK ? new Color(cc, cc, cc, 1) : Color.gray; tag_selectGamepad.GetComponent <RawImage>().color = mode == Mode.SELECTGAMEPAD ? new Color(cc, cc, cc, 1) : Color.gray; tag_graphicQuality.GetComponent <RawImage>().color = mode == Mode.GRAPHICQUALITY ? new Color(cc, cc, cc, 1) : Color.gray; tag_invertX.GetComponent <RawImage>().color = mode == Mode.INVERT_X ? new Color(cc, cc, cc, 1) : Color.gray; tag_invertY.GetComponent <RawImage>().color = mode == Mode.INVERT_Y ? new Color(cc, cc, cc, 1) : Color.gray; tag_LOAD.GetComponent <RawImage>().color = mode == Mode.LOAD ? new Color(cc, cc, cc, 1) : Color.gray; tag_SAVE.GetComponent <RawImage>().color = mode == Mode.SAVE ? new Color(cc, cc, cc, 1) : Color.gray; tag_RETURN.GetComponent <RawImage>().color = mode == Mode.RETURN ? new Color(cc, cc, cc, 1) : Color.gray; //Draw Discription Text --------------------------------------- text_bgm.enabled = false; text_se.enabled = false; text_voice.enabled = false; text_master.enabled = false; text_joystick.enabled = false; text_selectGamepad.enabled = false; text_graphicQuality.enabled = false; text_invertX.enabled = false; text_invertY.enabled = false; text_LOAD.enabled = false; text_SAVE.enabled = false; text_RETURN.enabled = false; switch (mode) { case Mode.BGM: text_bgm.enabled = true; break; case Mode.SE: text_se.enabled = true; break; case Mode.VOICE: text_voice.enabled = true; break; case Mode.MASTER: text_master.enabled = true; break; case Mode.JOYSTICK: text_joystick.enabled = true; break; case Mode.SELECTGAMEPAD: text_selectGamepad.enabled = true; break; case Mode.GRAPHICQUALITY: text_graphicQuality.enabled = true; break; case Mode.INVERT_X: text_invertX.enabled = true; break; case Mode.INVERT_Y: text_invertY.enabled = true; break; case Mode.LOAD: text_LOAD.enabled = true; break; case Mode.RETURN: text_RETURN.enabled = true; break; case Mode.SAVE: text_SAVE.enabled = true; break; } //FINISH TASK LCM = CM; LCP = CP; if (mL != mode) { PLAY_MOVE(); } if (mode != Mode.VOICE && (Key.B.Down || Key.A.Down) && !vFLAG) { vFLAG = true; Invoke("FLAG_V", 0.1f); PLAY_MOVE(); } }