// Update is called once per frame void Update() { HeartEffectGen heart = HeartEffect.GetComponent <HeartEffectGen>(); float heartNum = heart.GetHeartCount(); float heartMax = heart.GetMaxHeartCount(); slider.value = heartNum / heartMax; }
// Update is called once per frame void Update() { // ハートの数が一定数超えない場合returnする HeartEffectGen heart = GameObject.Find("HeartEffectGenerator").GetComponent <HeartEffectGen>(); if (heart.GetHeartCount() < heart.GetMaxHeartCount()) { return; } float step = speed * Time.deltaTime; // 回転する速さ(speedの値を変える) // maxActionCountまでフリフリしたら if (actionCount > maxActionCount) { // 元の位置に戻す this.transform.rotation = Quaternion.Slerp(this.transform.rotation, Quaternion.Euler(0.0f, 0.0f, 0.0f), step); if (this.transform.rotation.z * Mathf.Rad2Deg > -0.25f) { // 全ての値を戻す bAction = false; bHurihuri = false; actionCount = 0; heart.SetHeartCount(0); this.transform.rotation = Quaternion.Euler(new Vector3(0.0f, 0.0f, 0.0f)); } } else { bAction = true; if (!bHurihuri) // 左にフリフリ { this.transform.rotation = Quaternion.Slerp(this.transform.rotation, Quaternion.Euler(0.0f, 0.0f, 5.0f), step); if (this.transform.rotation.z * Mathf.Rad2Deg > 2.4f) { bHurihuri = true; actionCount++; } } else // 右にフリフリ { this.transform.rotation = Quaternion.Slerp(this.transform.rotation, Quaternion.Euler(0.0f, 0.0f, -5.0f), step); if (this.transform.rotation.z * Mathf.Rad2Deg < -2.4f) { bHurihuri = false; actionCount++; } } } }
// Update is called once per frame void Update() { // ハートの数が一定数超えない場合returnする HeartEffectGen heart = GameObject.Find("HeartEffectGenerator").GetComponent <HeartEffectGen>(); if (heart.GetHeartCount() > heart.GetMaxHeartCount()) { OnePicture.SetActive(false); bGifPlaying = true; GifImage.Play(); } else { OnePicture.SetActive(true); } }
// Start is called before the first frame update void Start() { GifImage = RawImage.GetComponent <UniGifImage>(); HeartEffect = GameObject.Find("HeartEffectGenerator").GetComponent <HeartEffectGen>(); }
// Update is called once per frame void Update() { // 手が動いているか? HandCtl hand = GeneratePoint.transform.GetChild(0).GetComponent <HandCtl>(); if (!hand.IsMovement()) { // Gif再生中か? GifCtl gif = GameObject.Find("GifControl").GetComponent <GifCtl>(); if (gif.IsGifPlaying()) { return; } heartDelta += Time.deltaTime; // デルタを加算 if (heartDelta > heartSubSpan) { heartDelta = 0.0f; // デルタをリセット // ハートの数を減算 heartCount--; if (heartCount < 0) { heartCount = 0; } } } else { // なでなで中か? if (!HandCtl.isNadeNade) { return; } // Gif再生中か? GifCtl gif = GameObject.Find("GifControl").GetComponent <GifCtl>(); if (gif.IsGifPlaying()) { return; } SE_delta += Time.deltaTime; // デルタを加算 if (SE_delta > SE_Span) { AudioSource audio = this.GetComponent <AudioSource>(); audio.Play(); SE_delta = 0.0f; // デルタをリセット } heartDelta += Time.deltaTime; // デルタを加算 if (heartDelta > heartAddSpan) { heartDelta = 0.0f; // デルタをリセット // ハートの数を加算 heartCount++; } } // ハートの数が一定数超えたか? HeartEffectGen heart = GameObject.Find("HeartEffectGenerator").GetComponent <HeartEffectGen>(); if (heartCount == heart.GetMaxHeartCount()) { // 生成 GameObject effect = Instantiate(HeartEffect) as GameObject; effect.transform.position = new Vector3(0.0f, -4.5f, 0.06f); effect.transform.Rotate(0.0f, 0.0f, 0.0f); // 子オブジェクトにセットする effect.transform.parent = this.transform; heartCount++; return; } //delta += Time.deltaTime; // デルタを加算 //if (delta > span) //{ // AudioSource audio = this.GetComponent<AudioSource>(); // audio.Play(); // delta = 0.0f; // デルタをリセット // // 生成 // GameObject effect = Instantiate(HeartEffect) as GameObject; // effect.transform.position = new Vector3(GeneratePoint.transform.GetChild(0).position.x, GeneratePoint.transform.GetChild(0).position.y, 0.06f); // effect.transform.Rotate(0.0f, 0.0f, 0.0f); // // 子オブジェクトにセットする // effect.transform.parent = this.transform; // // ハートの数を加算 // heartCount++; //} }
private void Update() { switch (nowState) { case State.None: break; case State.Loading: if (m_rotateOnLoading) { transform.Rotate(0f, 0f, 30f * Time.deltaTime, Space.Self); } break; case State.Ready: break; case State.Playing: if (m_rawImage == null || m_gifTextureList == null || m_gifTextureList.Count <= 0) { return; } if (m_delayTime > Time.time) { return; } // Change texture m_gifTextureIndex++; if (m_gifTextureIndex >= m_gifTextureList.Count) { UniGifImage onePicture = GameObject.Find("RawImage").GetComponent <UniGifImage>(); if (onePicture.m_loadOnStartUrl == "sister.gif") { loopCount = 2; } else { loopCount = 5; } m_gifTextureIndex = 0; if (loopCount > 0) { m_nowLoopCount++; if (m_nowLoopCount >= loopCount) { // ハートの数が一定数超えない場合returnする HeartEffectGen heart = GameObject.Find("HeartEffectGenerator").GetComponent <HeartEffectGen>(); heart.SetHeartCount(0); // GifCtlをもらう GifCtl gifCtl = GameObject.Find("GifControl").GetComponent <GifCtl>(); gifCtl.SetGifPlaying(false); loopCount = 0; Stop(); return; } } } m_rawImage.texture = m_gifTextureList[m_gifTextureIndex].m_texture2d; m_delayTime = Time.time + m_gifTextureList[m_gifTextureIndex].m_delaySec; break; case State.Pause: break; default: break; } }