Пример #1
0
 // Start is called before the first frame update
 void Start()
 {
     timetime = 0;
     fryState = FRY_STATE.WAIT;
     ChangeScale(minScale);
     particle.Stop();
     score        = 0;
     scoreRate    = 0;
     allJudgeTime = judgeTime[0] + judgeTime[1] + judgeTime[2];
     for (int i = 0; i < DecisionGame; i++)
     {
         //perfect
         totalScore += PerfectScore;
     }
 }
Пример #2
0
    /// <summary>
    ///ChangeState
    /// </summary>
    /// <param name="s"></param>
    void ChangeState(FRY_STATE s)
    {
        Debug.Log(s);
        if (s == FRY_STATE.FRY)
        {
            ChangeScale(maxScale);
        }

        if (s == FRY_STATE.WAIT)
        {
            ChangeScale(minScale);
            //ここで次に行くことにする
            EndScene();
        }

        fryState = s;
        time     = 0;
    }
Пример #3
0
    // Update is called once per frame
    void Update()
    {
        if (!isEnd)
        {
            if (isPromptFinish)
            {
                fryTime += Time.deltaTime;
            }
            if (fryTime >= 4)
            {
                FindObjectOfType <PanShake>().enabled = true;
                Replace();
                if (fryTime >= 4 && fryTime < 6)
                {
                    if (fryState != FRY_STATE.WAIT)
                    {
                        fryState = FRY_STATE.WAIT;
                        Debug.Log("WaitForIt");
                        AkSoundEngine.PostEvent("WaitForIt", gameObject);
                        AkSoundEngine.SetRTPCValue("SizzleVolume", 80f, null, 200);
                        AkSoundEngine.SetRTPCValue("SizzlePitch", 100f, null, 200);
                    }
                    ////Light.GetComponent<SpriteRenderer>().color = new Color(1.0f, 0.0f, 0.0f, 1.0f);
                    FindObjectOfType <PanShake>().deltaRotation = 20;
                }
                else if (fryTime >= 6 && fryTime < 7)
                {
                    if (fryState != FRY_STATE.DO_IT)
                    {
                        fryState = FRY_STATE.DO_IT;
                        Debug.Log("FlipIT");
                        AkSoundEngine.PostEvent("FlipIt", gameObject);
                    }
                    //Light.GetComponent<SpriteRenderer>().color = new Color(0.0f, 1.0f, 0.0f, 1.0f);
                    FindObjectOfType <PanShake>().deltaRotation = 100;
                }
                else if (fryTime >= 7)
                {
                    if (fryState != FRY_STATE.THE_OTHER_ONE)
                    {
                        fryState = FRY_STATE.THE_OTHER_ONE;
                        //Light.GetComponent<SpriteRenderer>().color = new Color(0.0f, 1.0f, 0.0f, 1.0f);
                        FindObjectOfType <PanShake>().deltaRotation = 200;
                    }
                }

                if (!FindObjectOfType <VibrateControl>().enabled)
                {
                    ReplaceSprites();
                    fryTime = 0;
                    checkPancakeReplaceTimes = 0;
                    FindObjectOfType <PanShake>().enabled = false;
                    FindObjectOfType <PanShake>().GetComponent <Transform>().rotation = Quaternion.Euler(0, 0, 0);
                    if (pancake.GetComponentInChildren <SpriteRenderer>().sprite == pancakel4)
                    {
                        End();
                    }
                }
            }
            else
            {
                //Light.GetComponent<SpriteRenderer>().color = new Color(1.0f, 0.0f, 0.0f, 1.0f);
            }
        }
        if (quit)
        {
            ScreenFadeOut("ResultScreen");
        }
    }