//================================================================================================
    //      初期処理
    //================================================================================================
    // Use this for initialization
    void Start()
    {
        // 必要データの読込み
        GameObject m_TeamData = GameObject.Find("TeamData");

        // モデルの読込み
        GameObject m_Fade_2  = transform.FindChild("Fade_In_Out_2").gameObject;
        GameObject m_Object3 = GameObject.Find("Team_Select/Team1_2");

        m_Country[0].m_Country = transform.FindChild("Spain_2").gameObject;
        m_Country[1].m_Country = transform.FindChild("England_2").gameObject;
        m_Country[2].m_Country = transform.FindChild("Brazil_2").gameObject;
        m_Country[3].m_Country = transform.FindChild("Japan_2").gameObject;
        m_Fade_1 = m_Object3.transform.FindChild("Fade_In_Out_1").gameObject;

        // チーム決定後に表示されるラベルの読み込み
        m_Label = GameObject.Find("Label(Wait2)").GetComponent <UILabel>();

        //フェードアウト処理スクリプトの読み込み
        m_Fade_flag_2 = m_Fade_2.GetComponent <Fade_2>();
        m_Fade_flag_1 = m_Fade_1.GetComponent <Fade_1>();
        m_SE          = this.gameObject.GetComponent <SEPlayer>();

        // 位置計算用の変数に代入
        Position[0] = m_Country[0].m_Country.transform.position;
        Position[1] = m_Country[1].m_Country.transform.position;
        Position[2] = m_Country[2].m_Country.transform.position;
        Position[3] = m_Country[3].m_Country.transform.position;

        Position[0].x = 6.25f;
        Position[1].x = 6.25f;
        Position[2].x = 2.25f;
        Position[3].x = 4.25f;

        Position[0] = m_Country[0].m_Country.transform.position;
        Position[1] = m_Country[1].m_Country.transform.position;
        Position[2] = m_Country[2].m_Country.transform.position;
        Position[3] = m_Country[3].m_Country.transform.position;
        // カウント、回転フラグの初期化
        m_Count            = 0;
        m_Right_RotateFlag = false;
        m_Left_RotateFlag  = false;

        // 初期値の設定
        for (int i = 0; i < 4; i++)
        {
            m_Country[i].m_TeamColor                  = 0;                                                      // チームの色の変更用フラグ(現在未実装の為不要)
            m_Country[i].degree                       = 90.0f * i;                                              // 回転角度
            m_Country[i].r                            = 0.21f;                                                  // 回転の半径
            m_Country[i].centerx                      = 3.79f;                                                  // 中心軸のX座標
            m_Country[i].centerz                      = 0.0f;                                                   // 中心軸のZ座標
            m_Country[i].radian                       = 0.0f;                                                   // ラジアン
            m_Country[i].m_Flag                       = i;                                                      // どのモデルがセンターにいるかの確認用フラグ
            m_Country[i].m_PlayerAnimator             = m_Country[i].m_Country.GetComponent <PlayerAnimator>(); // モデルのモーション用
            m_Country[i].m_Country.transform.position = Position[i];
        }
    }
Пример #2
0
    // Use this for initialization
    void Start()
    {
        GameObject m_Team_UI = this.gameObject.transform.parent.gameObject;
        GameObject m_Fade_2  = m_Team_UI.transform.FindChild("Fade_In_Out_2").gameObject;

        m_TeamBR_2    = m_Team_UI.GetComponent <Player_3_Script>();
        m_Fade_BR_2   = m_Fade_2.GetComponent <Fade_2>();
        m_Check_BR2.x = 4.0f;
        m_Check_BR2.y = 2.0f;
        m_Check_BR2.z = -0.6f;
    }
Пример #3
0
    // Use this for initialization
    void Start()
    {
        GameObject m_Team_UI = this.gameObject.transform.parent.gameObject;
        GameObject m_Fade_1  = m_Team_UI.transform.FindChild("Fade_In_Out_2").gameObject;

        m_PlayerScript = m_Team_UI.GetComponent <Player_3_Script>();
        m_Fadeout2     = m_Fade_1.GetComponent <Fade_2>();
        m_Loading2.x   = 4.0f;
        m_Loading2.y   = 0.2f;
        m_Loading2.z   = -0.34f;
    }