Пример #1
0
    //----------------------------------------------------------------------------------------------------
    /// <summary>
    /// ミッションの判定
    /// </summary>
    void CheckMission()
    {
        //300mに到達
        if (Player.transform.position.y > 300 && TutorialMission[0].m_clear == false)
        {
            TutorialMission[0].m_clear = true;
            MissionTextImage[0].color  = Color.gray;
            ClearObject[0].SetActive(true);
            Paper(true);
        }

        //水の残量0
        if (OperatingPlayer.GetPercentageOfRemainingWater() == 0 && TutorialMission[1].m_clear == false)
        {
            TutorialMission[1].m_clear = true;
            MissionTextImage[1].color  = Color.gray;
            ClearObject[1].SetActive(true);
            Paper(true);
        }

        //コイン10枚取得
        if (OperatingPlayer.NumOfCoins >= 10 && TutorialMission[2].m_clear == false)
        {
            TutorialMission[2].m_clear = true;
            MissionTextImage[2].color  = Color.gray;
            ClearObject[2].SetActive(true);
            Paper(true);
        }
    }
Пример #2
0
    //----------------------------------------------------------------------------------------------------
    /// <summary>
    /// オーラボールの動き
    /// </summary>
    void AuraBallControl()
    {
        if (m_nowRank != 0)
        {
            //1ランク上の敵を設定
            AuraBallTarget = EnemyObject[m_nowRank - 1];
        }
        else
        {
            //1番上にいる敵を設定
            AuraBallTarget = EnemyObject[0];
        }

        if (m_isDpadYBecameNegative)
        {
            OperatingPlayer.ThrowAuraBall(AuraBallTarget, AuraAttribute.Heat);
            MainUi.SetMarkThatCanNotAccelerated(false);
        }
        else if (m_isDpadXBecameNegative)
        {
            OperatingPlayer.ThrowAuraBall(AuraBallTarget, AuraAttribute.Elasticity);
            MainUi.SetMarkThatCanNotAccelerated(false);
        }
        else if (m_isDpadXBecamePositive)
        {
            OperatingPlayer.ThrowAuraBall(AuraBallTarget, AuraAttribute.Electrical);
            MainUi.SetMarkThatCanNotAccelerated(false);
        }
    }
Пример #3
0
    //----------------------------------------------------------------------------------------------------
    /// <summary>
    /// UI
    /// </summary>
    void MyUIControl()
    {
        //水の残量表示
        MainUi.SetRemainingAmountOfWater(OperatingPlayer.GetPercentageOfRemainingWater());

        //スペシャルゲージの割合表示
        MainUi.SetRemainingAmountOfAcceleration(OperatingPlayer.GetPercentageOfRemainingSpGauge());

        //コイン所持数表示
        MainUi.SetNumOfCoins(OperatingPlayer.NumOfCoins);

        //回復率のゲージ表示
        MainUi.SetRankingSpGauge(m_playerNum, OperatingPlayer.GetPercentageOfRemainingSpGauge());

        //加速できない印
        MainUi.SetMarkThatCanNotAccelerated(OperatingPlayer.IsUseSp);

        //オーラボールのヒット情報
        MainUi.ShowHitInfoOfAuraBall(OperatingPlayer.GetKilledPlayerName());

        //回復率を得る
        if (m_isPlayerFall)
        {
            MainUi.SetRecoveryRate(OperatingPlayer.GetRecoveryRate());
        }
    }
Пример #4
0
    //----------------------------------------------------------------------------------------------------
    /// <summary>
    /// 水の残量の確認
    /// </summary>
    void CheckRemainingWater()
    {
        //残量0で落下開始
        if (OperatingPlayer.GetPercentageOfRemainingWater() == 0)
        {
            MainUi.StartOfFall(OperatingPlayer.ReasonForFallingEnum);
            if (m_isPlayerFall)
            {
                MyJetWaterScript[0].JetFire(false);
            }
        }

        //回復で落下終了
        if (!m_isPlayerFall && OperatingPlayer.GetPercentageOfRemainingWater() >= 0.99)
        {
            MainUi.StopOfFall();
            MyJetWaterScript[0].JetFire(true);
        }
    }