Пример #1
0
 public void RedCube()
 {
     ThrowThing = Instantiate(ItemList[1]) as GameObject;
     throw1.DefaultPos(ThrowThing);
     ThrRb = ThrowThing.GetComponent <Rigidbody>();
     GC    = ThrowThing.GetComponent <GravityController>();
     SC    = ThrowThing.GetComponent <ScoreSender>();
     BC    = ThrowThing.GetComponent <BoxCollider>();
     Generate(ThrowThing);
 }
Пример #2
0
    private IEnumerator LoadSceneCoRoutine()
    {
        yield return(new WaitWhile(() => isFripping != false));

        ScoreSender score = ScoreSender.Instance;

        ScoreTextSetter();
        score.RedScore  = _redScoreText.text;
        score.BlueScore = _blueScoreText.text;

        yield return(new WaitForSeconds(0.5f));

        SceneManager.LoadScene("Result");
    }
Пример #3
0
    // Start is called before the first frame update
    void Awake()
    {
        ScoreSender score = ScoreSender.Instance;

        _redScore.text  = score.RedScore;
        _blueScore.text = score.BlueScore;

        if (int.Parse(score.RedScore) > int.Parse(score.BlueScore))
        {
            _winnerText.text  = "1Pの勝ち!";
            _winnerText.color = _red;
        }
        else if (int.Parse(score.RedScore) == int.Parse(score.BlueScore))
        {
            _winnerText.text  = "引き分け!";
            _winnerText.color = _black;
        }
        else
        {
            Debug.Log("2P WIN");
            _winnerText.text  = "2Pの勝ち!";
            _winnerText.color = _blue;
        }
    }
Пример #4
0
    // Update is called once per frame
    public string Move(GameObject throwIt, Rigidbody throwRb, GravityController throwG, ScoreSender scoreSed, Collider colid)
    {
        // Debug.Log(worldPos);

        //Debug.Log(moveStartTime);
        //Debug.Log(OnceTouch);

        if (throwIt == null)
        {
            moveStartTime = 0;
        }
        else if ((moveStartTime <= 31) && (throwIt != null))
        {
            moveStartTime++;
        }


        if ((throwIt != null) && (throwRb != null) && (colid != null))
        {
            if (release == false)
            {
                if (Input.touchCount == 0)
                {
                    if (OnceTouch == true)
                    {
                        OnceTouch = false;
                        if (throwG != null && scoreSed != null)
                        {
                            throwG.enabled   = true;
                            scoreSed.enabled = true;
                        }
                        else
                        {
                            // throwRb.useGravity = true;
                        }
                        var itemthrow = new Vector3(0, scale * MovePar * 0.015f, 0);
                        var far       = view.transform.forward * scale * MovePar * 0.015f;
                        //Debug.Log(far);
                        //Debug.Log(view.transform.forward);
                        throwRb.AddForce((far + itemthrow), ForceMode.Force);
                        colid.enabled = true;
                        release       = true;
                        return("Release");
                    }
                    else
                    {
                        DefaultPos(throwIt);
                        //Debug.Log(view.transform.forward);
                        return("NotTouch");
                    }
                }
                else if (Input.touchCount > 0)
                {
                    if (moveStartTime >= 30)
                    {
                        OnceTouch = true;
                    }
                    var screenPos = Input.mousePosition;
                    screenPos.z = 0.7f * scale;
                    var worldPos = Camera.main.ScreenToWorldPoint(screenPos);
                    throwIt.transform.position = worldPos;
                    var TouchDate = Input.GetTouch(0);

                    MovePar = TouchDate.deltaPosition.magnitude / TouchDate.deltaTime;
                    //Debug.Log(MovePar);

                    return("Less");
                }
                else
                {
                    return("Error");
                }
            }
            else
            {
                return("Release");
            }
        }
        else
        {
            return("Error");
        }
    }