Пример #1
0
    private GameObject[] bomb_Gages;                // ボムゲージ配列

    void Start()
    {
        Instance = this;
        ControllSetting.LoadKeyConfig();

        GameObject under = uiCanvas.transform.GetChild(2).gameObject;

        // ライフセット
        life       = maxLife;
        life_Gages = new GameObject[maxLife];
        for (int i = 0; i < maxLife; i++)
        {
            life_Gages[i] = Instantiate(lifeGage);
            life_Gages[i].transform.SetParent(under.transform, false);
            Image img = life_Gages[i].GetComponent <Image>();
            img.rectTransform.anchoredPosition = new Vector2(i * 60.0f + 160.0f, 12.0f);
        }

        // ボンバーセット
        bomb       = maxBomb;
        bomb_Gages = new GameObject[maxBomb];
        for (int i = 0; i < maxBomb; i++)
        {
            bomb_Gages[i] = Instantiate(bombGage);
            bomb_Gages[i].transform.SetParent(under.transform, false);
            Image img = bomb_Gages[i].GetComponent <Image>();
            img.rectTransform.anchoredPosition = new Vector2(i * -60.0f - 160.0f, 12.0f);
        }

        // キャンバス非アクティブ
        uiCanvas.SetActive(false);

        // スコアセット
        scoreText.text    = score.ToString();
        gameRankText.text = "Rank:" + gameRank.ToString("D3");

        // フェードイン
        StartCoroutine(FadeScreen(false));

        // メインカメラ取得
        Camera mainCamera = Camera.main;

        // 画面左上の座標取得
        window_LUPos = mainCamera.ViewportToWorldPoint(Vector3.zero);
        window_LUPos.Scale(new Vector3(1f, -1f, 1f));
        // 画面右下の座標取得
        window_RBPos = mainCamera.ViewportToWorldPoint(new Vector3(1.0f, 1.0f, 0.0f));
        window_RBPos.Scale(new Vector3(1f, -1f, 1f));

        Debug.Log("Window_LUPosition:" + window_LUPos);
        Debug.Log("Window_RBPosition:" + window_RBPos);

        score = 0;

        if (!DebugMode)
        {
            // ステージデータセット
            SetStageData(stageJson.ToString());
        }
    }
Пример #2
0
    // キー登録コルーチン
    private IEnumerator SetKeyConfig(string key)
    {
        StartCoroutine(CursorSelect());

        keySetting = true;
        configText[(int)state - 3].text = "Press Use Key...";
        yield return(new WaitForSeconds(0.5f));

        while (true)
        {
            if (Input.anyKey)
            {
                foreach (KeyCode code in Enum.GetValues(typeof(KeyCode)))
                {
                    if (Input.GetKey(code))
                    {
                        PlaySE(select_SE);
                        ControllSetting.keyConfig[key] = code;
                        Debug.Log(ControllSetting.keyConfig[key].ToString());
                        ControllSetting.SaveKeyConfig();
                        SetKeyConfigText();
                        break;
                    }
                }
                break;
            }
            yield return(null);
        }

        yield return(new WaitForSeconds(0.5f));

        keySetting = false;
    }
Пример #3
0
    // 弾発射関数
    void ShotBullets()
    {
        if (shotCT <= 0)
        {
            if (ControllSetting.GetKey("Shot"))
            {
                audio.PlayOneShot(AudioManager.Instance.se_shot);
                // 共通ショット
                Vector3[] shotPos = new Vector3[2];
                shotPos[0] = this.transform.position + new Vector3(0.4f, 0, 0);
                shotPos[1] = this.transform.position + new Vector3(-0.4f, 0, 0);
                for (int i = 0; i < 2; i++)
                {
                    GameObject    bullet = Instantiate(bulletObj, shotPos[i], Quaternion.identity);
                    PlayerBullets pb     = bullet.GetComponent <PlayerBullets>();
                    pb.SetSpeed(param.defaultShot_speed);
                }

                if (!slowMove)
                {
                    TypeShot(shotType_Primary, slowMove);
                }
                else
                {
                    TypeShot(shotType_Secondary, slowMove);
                }

                shotCT = param.shotInterval;
            }
        }
        else
        {
            shotCT -= Time.deltaTime;
        }
    }
Пример #4
0
 private void Update()
 {
     if (!gameEnd)
     {
         // ポーズ設定
         if (Input.GetKeyDown(KeyCode.Escape) || ControllSetting.GetKeyDown("Pose"))
         {
             PoseMenu.Instance.PoseChange();
         }
     }
 }
Пример #5
0
 // ボム発射関数
 void UseBomber()
 {
     if (GameController.Instance.bomb > 0 && GameController.Instance.bomber_time <= 0.0f)
     {
         if (ControllSetting.GetKey("Bomb"))
         {
             audio.PlayOneShot(AudioManager.Instance.se_expL);
             EffectManager.Instance.InstantiateEffect(EffectManager.Effects.Bomber, this.transform.position);
             GameController.Instance.UseBomber();
         }
     }
 }
Пример #6
0
    // 移動関数
    void Moving()
    {
        Vector3 moveVector = new Vector3(0, 0, 0);

        // 低速移動
        float spd = param.moveSpeed;

        if (ControllSetting.GetKey("Slow"))
        {
            spd     *= 0.7f;
            slowMove = true;
        }
        else
        {
            slowMove = false;
        }

        // 横軸入力
        float hori = Input.GetAxisRaw("Horizontal");

        if (hori > 0.0f)
        {
            hori = 1.0f;
        }
        else if (hori < 0.0f)
        {
            hori = -1.0f;
        }

        // 縦軸入力
        float vert = Input.GetAxisRaw("Vertical");

        if (vert > 0.0f)
        {
            vert = 1.0f;
        }
        else if (vert < 0.0f)
        {
            vert = -1.0f;
        }

        moveVector.x = spd * Time.deltaTime * hori;
        moveVector.y = spd * Time.deltaTime * vert;

        // 斜め移動時に補正をかける
        if (!(hori == 0 ^ vert == 0))
        {
            moveVector *= correctionValue;
        }

        this.transform.position += moveVector;
    }
Пример #7
0
    private Menu_State state = Menu_State.GameStart;   // カーソル位置

    void Start()
    {
        Instance = this;
        animated = true;

        ControllSetting.LoadKeyConfig();
        SetKeyConfigText();

        audioSource = this.GetComponent <AudioSource>();

        if (atFirst)
        {
            Camera.main.gameObject.layer = 0;
            StartCoroutine(nameof(StartUpAnimation));
        }
        else
        {
            bgm_spec.audio.Play();
            startLogo.SetActive(false);
            StartCoroutine(nameof(SceneStartAnimation));
        }
    }
Пример #8
0
    void FixedUpdate()
    {
        if (!player)
        {
            player = GameController.Instance.playerObj.GetComponent <Player>();
            player.shotType_Primary   = prim_shot;
            player.shotType_Secondary = seco_shot;

            AudioManager.Instance.bgm_as.clip   = AudioManager.Instance.bgm_standby;
            AudioManager.Instance.bgm_as.volume = 0;
            AudioManager.Instance.bgm_as.Play();
            AudioManager.Instance.AudioFadeIn(AudioManager.Instance.bgm_as, 0.5f);
        }

        if (!animated)
        {
            if (ControllSetting.GetKeyDown("Shot"))
            {
                AudioManager.Instance.se_as.PlayOneShot(AudioManager.Instance.se_select);
                StartCoroutine(GameStart());
            }
            else
            {
                float vert = Input.GetAxisRaw("Vertical");
                if (vert < 0.0f || vert > 0.0f)
                {
                    AudioManager.Instance.se_as.PlayOneShot(AudioManager.Instance.se_cursor);
                    StartCoroutine(SlideCursor());
                }
                else
                {
                    float hori = Input.GetAxisRaw("Horizontal");
                    if (hori < 0.0f || hori > 0.0f)
                    {
                        AudioManager.Instance.se_as.PlayOneShot(AudioManager.Instance.se_cursor);
                        if (hori < 0.0f)
                        {
                            ShotChange(-1);
                        }
                        else
                        {
                            ShotChange(1);
                        }
                        primary.GetComponent <Text>().text   = prim_shot.ToString();
                        secondary.GetComponent <Text>().text = seco_shot.ToString();

                        player.shotType_Primary   = prim_shot;
                        player.shotType_Secondary = seco_shot;
                    }
                }
            }
        }

        if (setting)
        {
            if (demoCT >= 0.5f)
            {
                player.ShotBullets_Demo(select_prim);
            }
            demoCT += Time.deltaTime;
            if (demoCT >= 1.5f)
            {
                demoCT = 0.0f;
            }
        }
    }
Пример #9
0
    void Update()
    {
        if (!animated)
        {
            float vert = Input.GetAxisRaw("Vertical");
            switch (state)
            {
            case Menu_State.Resume:
                if (Input.GetKey(KeyCode.Return) || ControllSetting.GetKey("Shot"))
                {
                    AudioManager.Instance.se_as.PlayOneShot(AudioManager.Instance.se_select);
                    PoseChange();
                }
                else if (vert < 0.0f || vert > 0.0f)
                {
                    AudioManager.Instance.se_as.PlayOneShot(AudioManager.Instance.se_cursor);
                    if (vert > 0.0f)
                    {
                        state = Menu_State.ReturnTitle;
                    }
                    else if (vert < 0.0f)
                    {
                        state = Menu_State.Restart;
                    }
                    StartCoroutine(CursorSlide());
                }
                break;

            case Menu_State.Restart:
                if (Input.GetKey(KeyCode.Return) || ControllSetting.GetKey("Shot"))
                {
                    AudioManager.Instance.se_as.PlayOneShot(AudioManager.Instance.se_select);
                    StartCoroutine(RealyCheck("RESTART GAME ?"));
                }
                else if (vert < 0.0f || vert > 0.0f)
                {
                    AudioManager.Instance.se_as.PlayOneShot(AudioManager.Instance.se_cursor);
                    if (vert > 0.0f)
                    {
                        state = Menu_State.Resume;
                    }
                    else if (vert < 0.0f)
                    {
                        state = Menu_State.ReturnTitle;
                    }
                    StartCoroutine(CursorSlide());
                }
                break;

            case Menu_State.ReturnTitle:
                if (Input.GetKey(KeyCode.Return) || ControllSetting.GetKey("Shot"))
                {
                    AudioManager.Instance.se_as.PlayOneShot(AudioManager.Instance.se_select);
                    StartCoroutine(RealyCheck("RETURN TO TITLE ?"));
                }
                else if (vert < 0.0f || vert > 0.0f)
                {
                    AudioManager.Instance.se_as.PlayOneShot(AudioManager.Instance.se_cursor);
                    if (vert > 0.0f)
                    {
                        state = Menu_State.Restart;
                    }
                    else if (vert < 0.0f)
                    {
                        state = Menu_State.Resume;
                    }
                    StartCoroutine(CursorSlide());
                }
                break;
            }
        }
    }
Пример #10
0
    // 確認画面コルーチン
    private IEnumerator RealyCheck(string menu)
    {
        animated = true;

        realyWindow.SetActive(true);
        bool realy = false;
        Text title = realyWindow.transform.GetChild(0).GetComponent <Text>();

        title.text = menu;

        RectTransform rt = realyWindow.transform.GetChild(3).GetComponent <RectTransform>();

        rt.anchoredPosition = new Vector2(0.0f, -60.0f);

        float time = 0.0f;

        while (time <= 0.3f)
        {
            time += Time.unscaledDeltaTime;
            yield return(null);
        }

        bool slided = false;

        while (true)
        {
            if (!slided)
            {
                if (Input.GetKey(KeyCode.Return) || ControllSetting.GetKey("Shot"))
                {
                    break;
                }
                else if (Input.GetKey(KeyCode.Escape) || ControllSetting.GetKey("Pose"))
                {
                    AudioManager.Instance.se_as.PlayOneShot(AudioManager.Instance.se_cancel);
                    realy = false;
                    break;
                }
                else
                {
                    float vert = Input.GetAxisRaw("Vertical");
                    if (vert > 0.0f || vert < 0.0f)
                    {
                        AudioManager.Instance.se_as.PlayOneShot(AudioManager.Instance.se_cursor);
                        realy  = !realy;
                        slided = true;
                    }
                }
            }
            else
            {
                float first = rt.anchoredPosition.y;
                float end   = 0.0f;
                if (!realy)
                {
                    end = -60.0f;
                }

                time = 0.0f;
                while (time <= 0.2f)
                {
                    float y_pos = Easing.Ease_Out_Quad(first, end, time / 0.2f);
                    rt.anchoredPosition = new Vector2(rt.anchoredPosition.x, y_pos);
                    time += Time.unscaledDeltaTime;
                    yield return(null);
                }
                slided = false;
            }

            yield return(null);
        }

        if (realy)
        {
            switch (state)
            {
            case Menu_State.Restart:
                AudioManager.Instance.se_as.PlayOneShot(AudioManager.Instance.se_select);
                GameController.Instance.MoveScene("Game");
                break;

            case Menu_State.ReturnTitle:
                AudioManager.Instance.se_as.PlayOneShot(AudioManager.Instance.se_select);
                GameController.Instance.MoveScene("Title");
                break;
            }
        }
        else
        {
            AudioManager.Instance.se_as.PlayOneShot(AudioManager.Instance.se_cancel);
            Animator anim = realyWindow.GetComponent <Animator>();
            anim.SetTrigger("Close");
            time = 0.0f;
            while (time <= 0.3f)
            {
                time += Time.unscaledDeltaTime;
                yield return(null);
            }
            animated = false;
            realyWindow.SetActive(false);
            yield return(null);
        }
    }
Пример #11
0
    public IEnumerator Credit_Coroutine(bool thanks = true)
    {
        credit_base = this.GetComponent <CanvasGroup>();
        yield return(StartCoroutine(CanvasFadeIn(credit_base, 0.5f)));

        float time = 0.0f;

        while (time <= 4.0f)
        {
            if (Input.GetKey(KeyCode.Return) || ControllSetting.GetKey("Shot"))
            {
                break;
            }
            time += Time.deltaTime;
            yield return(null);
        }

        var f_out = StartCoroutine(CanvasFadeOut(credit_1, 0.5f));
        var f_in  = StartCoroutine(CanvasFadeIn(credit_2, 0.5f));

        yield return(f_in);

        yield return(f_out);

        time = 0.0f;
        while (time <= 4.0f)
        {
            if (Input.GetKey(KeyCode.Return) || ControllSetting.GetKey("Shot"))
            {
                break;
            }
            time += Time.deltaTime;
            yield return(null);
        }

        if (thanks)
        {
            f_out = StartCoroutine(CanvasFadeOut(credit_2, 0.5f));
            f_in  = StartCoroutine(CanvasFadeIn(credit_3, 0.5f));
            yield return(f_in);

            yield return(f_out);

            time = 0.0f;
            while (time <= 4.0f)
            {
                if (Input.GetKey(KeyCode.Return) || ControllSetting.GetKey("Shot"))
                {
                    break;
                }
                time += Time.deltaTime;
                yield return(null);
            }
        }
        else
        {
            yield return(CanvasFadeOut(credit_2, 0.5f));

            yield return(CanvasFadeOut(credit_base, 0.5f));

            credit_1.alpha = 1.0f;
            credit_2.alpha = 0.0f;
            credit_3.alpha = 0.0f;
            yield return(null);
        }
    }
Пример #12
0
    // メニュー操作
    private void MenuControll()
    {
        if (!animated)
        {
            float vert = Input.GetAxisRaw("Vertical");
            switch (state)
            {
            case Menu_State.GameStart:
                if (Input.GetKey(KeyCode.Return) || ControllSetting.GetKey("Shot"))
                {
                    PlaySE(select_SE);
                    StartCoroutine(nameof(MoveGameScene));
                }
                else
                {
                    if (vert < 0.0f || vert > 0.0f)
                    {
                        if (vert < 0.0f)
                        {
                            PlaySE(cursor_SE);
                            state = Menu_State.SettingMenu;
                            StartCoroutine(nameof(CursorSlide), (int)state * -100.0f - 80.0f);
                        }
                        else if (vert > 0.0f)
                        {
                            PlaySE(cursor_SE);
                            state = Menu_State.Credit;
                            StartCoroutine(nameof(CursorSlide), (int)state * -100.0f - 80.0f);
                        }
                    }
                }
                break;

            case Menu_State.SettingMenu:
                if (Input.GetKey(KeyCode.Return) || ControllSetting.GetKey("Shot"))
                {
                    PlaySE(select_SE);
                    StartCoroutine(nameof(SlideKeyConfig), true);
                }
                else if (vert < 0.0f || vert > 0.0f)
                {
                    if (vert < 0.0f)
                    {
                        PlaySE(cursor_SE);
                        state = Menu_State.Credit;
                        StartCoroutine(nameof(CursorSlide), (int)state * -100.0f - 80.0f);
                    }
                    else if (vert > 0.0f)
                    {
                        PlaySE(cursor_SE);
                        state = Menu_State.GameStart;
                        StartCoroutine(nameof(CursorSlide), (int)state * -100.0f - 80.0f);
                    }
                }
                break;

            case Menu_State.Credit:
                if (Input.GetKey(KeyCode.Return) || ControllSetting.GetKey("Shot"))
                {
                    PlaySE(select_SE);
                    StartCoroutine(CreditView());
                }
                else if (vert < 0.0f || vert > 0.0f)
                {
                    if (vert < 0.0f)
                    {
                        PlaySE(cursor_SE);
                        state = Menu_State.GameStart;
                        StartCoroutine(nameof(CursorSlide), (int)state * -100.0f - 80.0f);
                    }
                    else if (vert > 0.0f)
                    {
                        PlaySE(cursor_SE);
                        state = Menu_State.SettingMenu;
                        StartCoroutine(nameof(CursorSlide), (int)state * -100.0f - 80.0f);
                    }
                }
                break;
            }
        }
    }
Пример #13
0
    // キーコンフィグ操作
    private void ConfigMenuControll()
    {
        if (!animated)
        {
            float vert = Input.GetAxisRaw("Vertical");
            if (Input.GetKey(KeyCode.Backspace) || ControllSetting.GetKey("Bomb"))
            {
                PlaySE(cancel_SE);
                StartCoroutine(nameof(SlideKeyConfig), false);
            }
            else
            {
                switch (state)
                {
                case Menu_State.ShotKey:
                    if (Input.GetKey(KeyCode.Return) || ControllSetting.GetKey("Shot"))
                    {
                        PlaySE(select_SE);
                        StartCoroutine(nameof(SetKeyConfig), "Shot");
                    }
                    else
                    {
                        if (vert < 0.0f)
                        {
                            PlaySE(cursor_SE);
                            state = Menu_State.BombKey;
                            StartCoroutine(nameof(CursorSlide), ((int)state - 3) * -100.0f + 40.0f);
                        }
                        else if (vert > 0.0f)
                        {
                            PlaySE(cursor_SE);
                            state = Menu_State.PoseKey;
                            StartCoroutine(nameof(CursorSlide), ((int)state - 3) * -100.0f + 40.0f);
                        }
                    }
                    break;

                case Menu_State.BombKey:
                    if (Input.GetKey(KeyCode.Return) || ControllSetting.GetKey("Shot"))
                    {
                        PlaySE(select_SE);
                        StartCoroutine(nameof(SetKeyConfig), "Bomb");
                    }
                    else
                    {
                        if (vert < 0.0f)
                        {
                            PlaySE(cursor_SE);
                            state = Menu_State.SlowKey;
                            StartCoroutine(nameof(CursorSlide), ((int)state - 3) * -100.0f + 40.0f);
                        }
                        else if (vert > 0.0f)
                        {
                            PlaySE(cursor_SE);
                            state = Menu_State.ShotKey;
                            StartCoroutine(nameof(CursorSlide), ((int)state - 3) * -100.0f + 40.0f);
                        }
                    }
                    break;

                case Menu_State.SlowKey:
                    if (Input.GetKey(KeyCode.Return) || ControllSetting.GetKey("Shot"))
                    {
                        PlaySE(select_SE);
                        StartCoroutine(nameof(SetKeyConfig), "Slow");
                    }
                    else
                    {
                        if (vert < 0.0f)
                        {
                            PlaySE(cursor_SE);
                            state = Menu_State.PoseKey;
                            StartCoroutine(nameof(CursorSlide), ((int)state - 3) * -100.0f + 40.0f);
                        }
                        else if (vert > 0.0f)
                        {
                            PlaySE(cursor_SE);
                            state = Menu_State.BombKey;
                            StartCoroutine(nameof(CursorSlide), ((int)state - 3) * -100.0f + 40.0f);
                        }
                    }
                    break;

                case Menu_State.PoseKey:
                    if (Input.GetKey(KeyCode.Return) || ControllSetting.GetKey("Shot"))
                    {
                        PlaySE(select_SE);
                        StartCoroutine(nameof(SetKeyConfig), "Pose");
                    }
                    else
                    {
                        if (vert < 0.0f)
                        {
                            PlaySE(cursor_SE);
                            state = Menu_State.ShotKey;
                            StartCoroutine(nameof(CursorSlide), ((int)state - 3) * -100.0f + 40.0f);
                        }
                        else if (vert > 0.0f)
                        {
                            PlaySE(cursor_SE);
                            state = Menu_State.SlowKey;
                            StartCoroutine(nameof(CursorSlide), ((int)state - 3) * -100.0f + 40.0f);
                        }
                    }
                    break;
                }
            }
        }
    }