Пример #1
0
    /// <summary>
    /// 深度2の設定を変更する関数を制御する
    /// </summary>
    private void Setting2()
    {
        switch (menu)
        {
        case Menu.SOUND:
            seSprite.Draw(SEvol);
            seCS.Draw(SEvol);
            SettingSE();
            break;

        case Menu.BUTTON:
            magicSprite.Set(magic);
            SettingMagic();
            break;
        }
        //上
        if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.y > 0)
        {
            setting = SETTING_1;
            SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
            KeyLoader.keyLoader.SetStickWait(RESET_KEY);
        }
        //下
        else if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.y < 0)
        {
            setting = SETTING_MENU;
            SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
            KeyLoader.keyLoader.SetStickWait(RESET_KEY);
        }
    }
Пример #2
0
    void keyMoves()
    {
        if (KeyLoader.keyLoader.joyStickAxis.x > 0 && !KeyLoader.keyLoader.StickWait)
        {
            SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));

            meNam += 1;
            meNam %= me.Length;
            KeyLoader.keyLoader.SetStickWait(keyWait);
            ImageSet();
        }
        else if (KeyLoader.keyLoader.joyStickAxis.x < 0 && !KeyLoader.keyLoader.StickWait)
        {
            SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));

            meNam += me.Length - 1;
            meNam %= me.Length;
            KeyLoader.keyLoader.SetStickWait(keyWait);
            ImageSet();
        }
        else if (KeyLoader.keyLoader.joyStickAxis.x == 0)
        {
            KeyLoader.keyLoader.SetStickWait(0);
        }
    }
Пример #3
0
    void Explosion()
    {
        if (!explosiondd)
        {
            explosiondd = true;
            Instantiate(explosionEfect, enemyCenterPos, new Quaternion(0, 0, 0, 0));
            SEMaster.Play(explosionSound);
            Destroy(gameObject);

            RaycastHit[] hits;
            hits = Physics.SphereCastAll(enemyCenterPos, explosionRadius, Vector3.up, 0.001f, LayerMask.GetMask(LayerName.BLOCK, LayerName.ENEMY), QueryTriggerInteraction.Ignore);

            foreach (RaycastHit hit in hits)
            {
                if (hit.transform.CompareTag("blockObj"))
                {
                    Debug.Log("Explosion name =" + LayerMask.LayerToName(hit.transform.gameObject.layer));
                    Destroy(hit.transform.gameObject);
                    Instantiate(ef, hit.transform.position, new Quaternion(0, 0, 0, 0));
                }
                else if (hit.transform.GetComponent <Wamonn>() != null)
                {
                    hit.transform.GetComponent <Wamonn>().Explosion();
                }
            }
        }
    }
Пример #4
0
    private void FallHitBlock(GameObject hit)
    {
        Instantiate(breakEffect, hit.transform.position, breakEffect.transform.rotation);

        GetComponent <Rigidbody>().velocity = Vector3.zero;
        SEMaster.Play(dosundd);
        Destroy(hit.transform.gameObject);
    }
Пример #5
0
 /// <summary>
 /// 球の生成
 /// </summary>
 /// <param name="go">生成する球のプレハブ</param>
 /// <param name="shotMoveDir">球の移動方向</param>
 void CreateShot(PlayerShot go, Vector3 shotMoveDir)
 {
     playerShot  = Instantiate(go);
     freezeExist = true;
     playerShot.transform.position = shotCenterPos + transform.position + (shotMoveDir * shotPos);
     playerShot.moves = shotMoveDir;
     SEMaster.Play(shotSound);
 }
Пример #6
0
    private void FallHitWall()
    {
        Debug.Log("どっスん");
        fall    = false;
        fallOne = true;
        SEMaster.Play(dosun);

        Instantiate(ef, transform.position, ef.transform.rotation);
    }
Пример #7
0
 /// <summary>
 /// timeの間隔で羽ばたく音を再生する
 /// </summary>
 /// <param name="time">羽ばたく音を再生する間隔</param>
 /// <returns>コルーチン参照</returns>
 IEnumerator FlapSoundStart(int time)
 {
     for (int i = 0; i < time + 1; i++)
     {
         yield return(new WaitForFixedUpdate());
     }
     SEMaster.Play(flapSound);
     StartCoroutine(FlapSoundStart(time));
 }
Пример #8
0
    /// <summary>
    /// 球を生成する
    /// </summary>
    private void CreateGameobj()
    {
        Vector3 ppos = Player.player.playerCenter;
        Vector3 tdir = (ppos - (enemyCenterPos)).normalized;

        SEMaster.Play(shotSound);
        BookOffShot shotOb = Instantiate(shot, transform.position + (tdir * popPos), new Quaternion(0, 0, 0, 0), transform.parent);

        shotOb.moves = new Vector2(tdir.x, tdir.y);
    }
Пример #9
0
 /// <summary>
 /// ジャンプのキーを変更する関数
 /// </summary>
 private void SettingJump()
 {
     //右
     if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.x > 0)
     {
         //ジャンプのキー変更
         if (jump == Menu.B)
         {
             jump = Menu.A;
         }
         else
         {
             jump++;
         }
         //ジャンプと魔法が同じ
         if (jump == magic)
         {
             jump++;
             if (jump > Menu.B)
             {
                 jump = Menu.A;
             }
         }
         KeyLoader.keyLoader.SetStickWait(RESET_KEY);
         //カーソル移動音
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
     }
     //左
     else if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.x < 0)
     {
         //ジャンプのキー変更
         if (jump == Menu.A)
         {
             jump = Menu.B;
         }
         else
         {
             jump--;
         }
         //ジャンプと魔法が同じ
         if (jump == magic)
         {
             jump--;
             if (jump < Menu.A)
             {
                 jump = Menu.B;
             }
         }
         KeyLoader.keyLoader.SetStickWait(RESET_KEY);
         //カーソル移動音
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
     }
     //変更した値をセーブする
     SaveData.SaveInt("JumpKey", jump);
 }
Пример #10
0
    //---ゲームクリア-----
    /// <summary>
    /// フロアをすべてクリアした
    /// </summary>
    private void FloorAllClear()
    {
        GameClearEventStert();
        DestoryAnderObj();
        EPSystem[floorNamber].TowerEnd();
        StageEffect.EffectAllStop();
        SEMaster.Play(clearSE);
        BGMMaster.CangeBGM(clearBGM);

        towerState = TowerState.GameClearEnd;
    }
Пример #11
0
 /// <summary>
 /// メニュー変更
 /// </summary>
 private void SelectMenu()
 {
     //右
     if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.x > 0)
     {
         if (menu == Menu.TITLE)
         {
             menu = Menu.CLOSE;
         }
         else
         {
             menu++;
         }
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
         KeyLoader.keyLoader.SetStickWait(RESET_KEY);
     }
     //左
     else if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.x < 0)
     {
         if (menu == Menu.CLOSE)
         {
             menu = Menu.TITLE;
         }
         else
         {
             menu--;
         }
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
         KeyLoader.keyLoader.SetStickWait(RESET_KEY);
     }
     //上
     else if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.y > 0)
     {
         //深度が1までのものは深度1に
         if (menu == Menu.CLOSE || menu == Menu.TITLE)
         {
             setting = SETTING_1;
         }
         //深度が2までのものは深度を2にする
         else
         {
             setting = SETTING_2;
         }
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
         KeyLoader.keyLoader.SetStickWait(RESET_KEY);
     }
     //下
     else if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.y < 0)
     {
         setting = SETTING_1;
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
         KeyLoader.keyLoader.SetStickWait(RESET_KEY);
     }
 }
Пример #12
0
 /// <summary>
 /// 魔法のキーを変更する関数
 /// </summary>
 private void SettingMagic()
 {
     if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.x < 0)
     {
         //魔法のキー変更
         if (magic == Menu.A)
         {
             magic = Menu.B;
         }
         else
         {
             magic--;
         }
         //ジャンプと魔法が同じ
         if (jump == magic)
         {
             magic--;
             if (magic < Menu.A)
             {
                 magic = Menu.B;
             }
         }
         KeyLoader.keyLoader.SetStickWait(RESET_KEY);
         //カーソル移動音
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
     }
     else if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.x > 0)
     {
         //魔法のキー変更
         if (magic == Menu.B)
         {
             magic = Menu.A;
         }
         else
         {
             magic++;
         }
         //ジャンプと魔法が同じ
         if (jump == magic)
         {
             magic++;
             if (magic > Menu.B)
             {
                 magic = Menu.A;
             }
         }
         KeyLoader.keyLoader.SetStickWait(RESET_KEY);
         //カーソル移動音
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
     }
     //変更した値をセーブする
     SaveData.SaveInt("MagicKey", magic);
 }
Пример #13
0
    /// <summary>
    /// ポーズの終了
    /// </summary>
    private void PoseEnd()
    {
        SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Cancel));

        Time.timeScale = 1;
        //再開後にキーの情報が残っているので解放
        KeyLoader.keyLoader.KeyRelease();
        towerState = backTowerState;
        keyCanvas.SetActive(true);

        BGMMaster.Play();
    }
Пример #14
0
 IEnumerator wait()
 {
     drawGo.SetActive(false);
     while (waitTime-- > 0)
     {
         yield return(new WaitForFixedUpdate());
     }
     drawGo.SetActive(true);
     if (gameOverSound != null)
     {
         SEMaster.Play(gameOverSound);
     }
 }
Пример #15
0
    /// <summary>
    /// タワーが閉じたか判定
    /// </summary>
    void MoveEnd()
    {
        end = (leftWall.transform.position.x == leftEnd);
        if (end)
        {
            leftWall.transform.tag     = "endWall";
            rightWall.transform.tag    = "endWall";
            leftWall.gameObject.layer  = LayerMask.NameToLayer("endWall");
            rightWall.gameObject.layer = LayerMask.NameToLayer("endWall");

            SEMaster.Play(batan);
        }
    }
Пример #16
0
 /// <summary>
 /// "データ"処理を行う関数
 /// </summary>
 void Delete()
 {
     if (!data.DeleteUpdate())
     {
         if (!KeyLoader.keyLoader.StickWait &&
             (KeyLoader.keyLoader.joyStickAxis.y < 0 || KeyLoader.keyLoader.joyStickAxis.y > 0))
         {
             adjust = SELECT_MENU;
             SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
             KeyLoader.keyLoader.SetStickWait(ResetFrame);
         }
     }
 }
Пример #17
0
    /// <summary>
    /// ポーズの開始
    /// </summary>
    private void PoseStart()
    {
        SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Pause));
        Time.timeScale = 0;
        KeyLoader.keyLoader.KeyRelease();
        backTowerState = towerState;
        towerState     = TowerState.Pose;
        gamePoiseUI.GamePauseUIStart();
        XInputDotNetPure.GamePad.SetVibration(XInputDotNetPure.PlayerIndex.One, 0, 0);
        keyCanvas.SetActive(false);

        BGMMaster.Stop();
    }
Пример #18
0
 /// <summary>
 /// タイトルに戻る処理を行う関数
 /// </summary>
 private void ReturnTitle()
 {
     if (KeyLoader.keyLoader.A)
     {
         KeyLoader.keyLoader.SetStickWait(Menu.FADE);
         KeyLoader.keyLoader.SetKeyWait(Menu.FADE);
         StartCoroutine(ReturnTitleRoutine(Menu.FADE));
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Decide));
         FadeIO.fadeIo.FadeOut(Menu.FADE);
         BGMMaster.AudioFadeOutStart(Menu.FADE);
         SEMaster.AudioFadeOutStart(Menu.FADE);
     }
 }
Пример #19
0
    public bool GamePauseUIUpdate()
    {
        bool end = false;


        keyMoves();

        if (KeyLoader.keyLoader.A)
        {
            if (meNam != 2)
            {
                end = true;
                SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Decide));
                switch (meNam)
                {
                case 0:
                    pauseEndPattern = PauseEndPattern.Back;
                    break;

                case 1:
                    pauseEndPattern = PauseEndPattern.Retry;

                    break;

                case 3:
                    pauseEndPattern = PauseEndPattern.StageSelect;

                    break;

                case 4:
                    pauseEndPattern = PauseEndPattern.Title;

                    break;
                }
            }
        }
        else if (KeyLoader.keyLoader.B || KeyLoader.keyLoader.StartKey)
        {
            SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Cancel));

            end             = true;
            pauseEndPattern = PauseEndPattern.Back;
        }

        if (end)
        {
            gameObject.SetActive(false);
        }

        return(end);
    }
Пример #20
0
    /// <summary>
    /// コンフィグの処理を行うアップデート関数
    /// </summary>
    public void ConfigUpdate()
    {
        //コンフィグを表示する
        if (!wConfig.isMaxScale && !wConfig.isChanging && KeyLoader.keyLoader.A)
        {
            ResetMenu();
            wConfig.StartExpansion();
            StartCoroutine(backShadow.StartFadeIn());
            SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Decide));
        }
        //コンフィグが表示中
        if (wConfig.isMaxScale && !wConfig.isChanging)
        {
            //コンフィグのメニューUIのアウトライン
            configString.SetString(menu);
            configStringOl.SetOutline(menu, adjust);
            SetSound();
            SetKey();

            //選択メニュー変更
            if (adjust == SELECT_MENU)
            {
                if (!menuUIol.gameObject.activeSelf)
                {
                    menuUIol.gameObject.SetActive(true);
                }
                menuUIol.SetImage(menu);
                SelectMenu();
            }
            //選択設定の位置変更
            else
            {
                if (menuUIol.gameObject.activeSelf)
                {
                    menuUIol.gameObject.SetActive(false);
                }
                Setting();
            }

            //メニューを閉じる
            if (!data.Message.isChanging && !data.Message.isMaxScale &&
                KeyLoader.keyLoader.B)
            {
                wConfig.StartNarrow();
                StartCoroutine(backShadow.StartFadeOut());
                SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Cancel));
            }
        }
    }
Пример #21
0
    /// <summary>
    /// 深度1の設定を変更する関数を制御する
    /// </summary>
    private void Setting1()
    {
        switch (menu)
        {
        case Menu.CLOSE:
            if (KeyLoader.keyLoader.A)
            {
                Close();
                SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Decide));
            }
            break;

        case Menu.SOUND:
            bgmSprite.Draw(BGMvol);
            bgmCS.Draw(BGMvol);
            SettingBGM();
            break;

        case Menu.BUTTON:
            jumpSprite.Set(jump);
            SettingJump();
            break;

        case Menu.TITLE:
            ReturnTitle();
            break;
        }
        //上
        if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.y > 0)
        {
            setting = SETTING_MENU;
            SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
            KeyLoader.keyLoader.SetStickWait(RESET_KEY);
        }
        //下
        else if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.y < 0)
        {
            if (menu == Menu.CLOSE || menu == Menu.TITLE)
            {
                setting = SETTING_MENU;
            }
            else
            {
                setting = SETTING_2;
            }
            SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
            KeyLoader.keyLoader.SetStickWait(RESET_KEY);
        }
    }
Пример #22
0
 protected void KeyMove()
 {
     if (KeyLoader.keyLoader.joyStickAxis.x != 0 && !KeyLoader.keyLoader.StickWait)
     {
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
         selectNam += 1;
         selectNam %= 2;
         KeyLoader.keyLoader.SetStickWait(keyWaitTime);
         SelectNam();
     }
     else if (KeyLoader.keyLoader.joyStickAxis.x == 0)
     {
         KeyLoader.keyLoader.SetStickWait(0);
     }
 }
Пример #23
0
 /// <summary>
 /// クレジットのアップデート関数
 /// </summary>
 public void CreditUpdate()
 {
     if (!wCredit.isChanging && !wCredit.isMaxScale && KeyLoader.keyLoader.A)
     {
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Decide));
         wCredit.StartExpansion();
         StartCoroutine(backShadow.StartFadeIn());
     }
     else if (!wCredit.isChanging && wCredit.isMaxScale && (KeyLoader.keyLoader.A || KeyLoader.keyLoader.B))
     {
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Cancel));
         wCredit.StartNarrow();
         StartCoroutine(backShadow.StartFadeOut());
     }
 }
Пример #24
0
 /// <summary>
 /// "閉じる"処理を行う関数
 /// </summary>
 void Close()
 {
     if (KeyLoader.keyLoader.A)
     {
         wConfig.StartNarrow();
         StartCoroutine(backShadow.StartFadeOut());
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Cancel));
     }
     if (!KeyLoader.keyLoader.StickWait &&
         (KeyLoader.keyLoader.joyStickAxis.y > 0 || KeyLoader.keyLoader.joyStickAxis.y < 0))
     {
         adjust = SELECT_MENU;
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
         KeyLoader.keyLoader.SetStickWait(ResetFrame);
     }
 }
Пример #25
0
 /// <summary>
 /// ゲーム終了
 /// </summary>
 void GameEnd()
 {
     if (KeyLoader.keyLoader.A)
     {
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Cancel));
         menuSelect = false;
         KeyLoader.keyLoader.SetKeyWait(Menu.FADE);
         SaveData.AllSave();
         FadeIO.fadeIo.SetFadeImage(FadeIO.black);
         FadeIO.fadeIo.FadeOut(Menu.FADE);
         BGMMaster.AudioFadeOutStart(Menu.FADE);
         SEMaster.AudioFadeOutStart(Menu.FADE);
         runningFunc = () => Shutdown();
         StartCoroutine(RunCoroutine(Menu.FADE, runningFunc));
     }
 }
Пример #26
0
 /// <summary>
 /// ゲーム開始
 /// </summary>
 void GameStart()
 {
     if (KeyLoader.keyLoader.A)
     {
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Decide));
         menuSelect = false;
         KeyLoader.keyLoader.SetKeyWait(Menu.FADE);
         StageSelect.stage = Menu.MONSTER;
         SaveData.AllSave();
         FadeIO.fadeIo.SetFadeImage(FadeIO.black);
         FadeIO.fadeIo.FadeOut(Menu.FADE);
         BGMMaster.AudioFadeOutStart(Menu.FADE);
         SEMaster.AudioFadeOutStart(Menu.FADE);
         runningFunc = () => LoadNextScene();
         StartCoroutine(RunCoroutine(Menu.FADE, runningFunc));
     }
 }
Пример #27
0
 /// <summary>
 /// メニューの選択を行う関数
 /// </summary>
 void SelectMenu()
 {
     //左
     if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.x < 0)
     {
         menu--;
         if (menu < Menu.CLOSE)
         {
             menu = Menu.DATA;
         }
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
         KeyLoader.keyLoader.SetStickWait(ResetFrame);
     }
     //右
     else if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.x > 0)
     {
         menu++;
         if (menu > Menu.DATA)
         {
             menu = Menu.CLOSE;
         }
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
         KeyLoader.keyLoader.SetStickWait(ResetFrame);
     }
     //下
     else if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.y < 0)
     {
         adjust = SELECT_SETTING1;
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
         KeyLoader.keyLoader.SetStickWait(ResetFrame);
     }
     //上
     else if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.y > 0)
     {
         if (menu == Menu.CLOSE || menu == Menu.DATA)
         {
             adjust = SELECT_SETTING1;
         }
         else
         {
             adjust = SELECT_SETTING2;
         }
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
         KeyLoader.keyLoader.SetStickWait(ResetFrame);
     }
 }
Пример #28
0
 /// <summary>
 /// "ボタン"処理を行う関数
 /// </summary>
 void SelectKey()
 {
     //カーソル
     jumpCur.SetCursol(adjust == SELECT_SETTING1);
     magicCur.SetCursol(adjust == SELECT_SETTING2);
     //ジャンプ
     if (adjust == SELECT_SETTING1)
     {
         SettingJump();
     }
     //魔法
     else
     {
         SettingMagic();
     }
     //深度変更
     if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.y > 0)
     {
         if (adjust == SELECT_SETTING1)
         {
             adjust = SELECT_MENU;
         }
         else
         {
             adjust = SELECT_SETTING1;
         }
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
         KeyLoader.keyLoader.SetStickWait(ResetFrame);
     }
     else if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.y < 0)
     {
         if (adjust == SELECT_SETTING1)
         {
             adjust = SELECT_SETTING2;
         }
         else
         {
             adjust = SELECT_MENU;
         }
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
         KeyLoader.keyLoader.SetStickWait(ResetFrame);
     }
 }
Пример #29
0
    /// <summary>
    /// ゲームオーバーの更新
    /// </summary>
    void GameOverUpdate()
    {
        keyCanvas.SetActive(false);

        player.controlOn = false;
        TimeCounter.timeCounter.TimeCountStop();
        gameOverNextSelectUI.NextSelectUpdate();
        if (KeyLoader.keyLoader.A)
        {
            SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Decide));
            string nextName = gameOverNextSelectUI.GetNextSceneName();
            if (nextName == SceneNames.StageSelectName)
            {
                GotoStageSelect();
            }
            else
            {
                Retry();
            }
        }
    }
Пример #30
0
 /// <summary>
 /// "サウンド"処理を行う関数
 /// </summary>
 void SelectSoundVol()
 {
     //BGM
     if (adjust == SELECT_SETTING1)
     {
         SettingBGMvol();
     }
     //SE
     else
     {
         SettingSEvol();
     }
     //深度の変更
     if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.y > 0)
     {
         if (adjust == SELECT_SETTING1)
         {
             adjust = SELECT_MENU;
         }
         else
         {
             adjust = SELECT_SETTING1;
         }
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
         KeyLoader.keyLoader.SetStickWait(ResetFrame);
     }
     else if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.y < 0)
     {
         if (adjust == SELECT_SETTING1)
         {
             adjust = SELECT_SETTING2;
         }
         else
         {
             adjust = SELECT_MENU;
         }
         SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move));
         KeyLoader.keyLoader.SetStickWait(ResetFrame);
     }
 }