public override void SelectEnter(MapManager mapManager) { AllSceneManager sceneMgr = AllSceneManager.GetInstance(); AllEventManager eventMgr = AllEventManager.GetInstance(); mapManager.GetNovelWindowParts().GetNovelBlinkIconParts().GetNovelBlinkIconEventSprite().blinkTimeRegulation_ = 0.5f; mapManager.GetNovelWindowParts().GetNovelBlinkIconParts().GetNovelBlinkIconEventSprite().GetBlinkState().state_ = UpdateSpriteRendererProcessBlink.In; //選択肢の初期化 mapManager.GetCommandParts().SelectReset(new Vector3(-0.6f, 0.85f, -4)); mapManager.GetPlayerMoveMap().is_move = false; mapManager.GetCommandParts().gameObject.SetActive(false); //操作の変更 sceneMgr.inputProvider_ = new KeyBoardSelectInactiveTriggerInputProvider(); mapManager.GetProcessProvider().state_ = MapSceneProcess.EventExecute; mapManager.eventBackProcess_ = MapSceneProcess.PlayerMove; //データのセーブ SaveDataTrasfer.GetInstance().DataSave(); //SE eventMgr.SEAudioPlayOneShotEventSet(ResourcesSoundsLoader.GetInstance().GetSounds(SoundsPathSupervisor.GetInstance().GetPathSelect2())); //ノベル処理 EventMoveMap.NovelEvent(mapManager.GetNovelWindowParts(), "レポートに しっかりかきのこした!"); //イベントの最後 eventMgr.EventFinishSet(); }
static public void NovelEvent(NovelWindowParts novelWindowParts, string context, EventSpriteRenderer characterSprite = null) { AllEventManager allEventMgr = AllEventManager.GetInstance(); AllSceneManager allSceneMgr = AllSceneManager.GetInstance(); //ウィンドウの表示 allEventMgr.UpdateGameObjectSet(novelWindowParts.GetUpdateGameObject()); allEventMgr.UpdateGameObjectsActiveSetExecute(true); if (characterSprite) { //スプライトの変更 characterSprite.GetSpriteRenderer().sprite = EnemyTrainerData.GetInstance().GetSprite(); //キャラクターの表示 allEventMgr.EventSpriteRendererSet( characterSprite , null , new Color32(255, 255, 255, 255) );; allEventMgr.EventSpriteRenderersUpdateExecuteSet(EventSpriteRendererEventManagerExecute.ChangeColor); allEventMgr.AllUpdateEventExecute(0.3f); //ウェイト allEventMgr.EventWaitSet(allSceneMgr.GetEventWaitTime()); } List <string> contexts = t13.Utility.ContextSlice(context, "\r\n\r\n"); for (int i = 0; i < contexts.Count; ++i) { //文字列の処理 allEventMgr.EventTextSet(novelWindowParts.GetNovelWindowEventText(), contexts[i]); allEventMgr.EventTextsUpdateExecuteSet(EventTextEventManagerExecute.CharaUpdate); allEventMgr.AllUpdateEventExecute(0.6f); //Blinkの開始 allEventMgr.EventSpriteRendererSet(novelWindowParts.GetNovelBlinkIconParts().GetNovelBlinkIconEventSprite()); allEventMgr.EventSpriteRenderersUpdateExecuteSet(EventSpriteRendererEventManagerExecute.BlinkStart); allEventMgr.AllUpdateEventExecute(); //Enterの押下待ち allEventMgr.EventTriggerSet(); //SE allEventMgr.SEAudioPlayOneShotEventSet(ResourcesSoundsLoader.GetInstance().GetSounds(SoundsPathSupervisor.GetInstance().GetPathNovelNext())); //Blinkの終了 allEventMgr.EventSpriteRendererSet(novelWindowParts.GetNovelBlinkIconParts().GetNovelBlinkIconEventSprite()); allEventMgr.EventSpriteRenderersUpdateExecuteSet(EventSpriteRendererEventManagerExecute.BlinkEnd); allEventMgr.AllUpdateEventExecute(); } //ウィンドウの初期化 allEventMgr.EventTextSet(novelWindowParts.GetNovelWindowEventText(), ""); allEventMgr.EventTextsUpdateExecuteSet(EventTextEventManagerExecute.CharaUpdate); allEventMgr.AllUpdateEventExecute(); if (characterSprite) { //キャラクターの非表示 allEventMgr.EventSpriteRendererSet( characterSprite , null , new Color32(255, 255, 255, 0) );; allEventMgr.EventSpriteRenderersUpdateExecuteSet(EventSpriteRendererEventManagerExecute.ChangeColor); allEventMgr.AllUpdateEventExecute(); } //ウィンドウの非表示 allEventMgr.UpdateGameObjectSet(novelWindowParts.GetUpdateGameObject()); allEventMgr.UpdateGameObjectsActiveSetExecute(false); }
public void DreamSyncronizeEventSet(IMonsterData monsterData, Vector3 monsterStartPos, Vector3 monsterEndPos) { AllEventManager eventManager = AllEventManager.GetInstance(); AllSceneManager sceneManager = AllSceneManager.GetInstance(); //表示 eventManager.UpdateGameObjectSet(updateGameObject_); eventManager.UpdateGameObjectsActiveSetExecute(true); //モンスターの画像の設定 { List <Sprite> sprites = new List <Sprite>(); sprites.Add(monsterData.tribesData_.frontTex_); eventManager.EventSpriteRendererSet(monsterEventSprite_, sprites); eventManager.EventSpriteRenderersUpdateExecuteSet(EventSpriteRendererEventManagerExecute.SpriteSet); eventManager.AllUpdateEventExecute(); } //モンスターの初期位置への移動 eventManager.UpdateGameObjectSet(monsterUpdateObject_, monsterStartPos); eventManager.UpdateGameObjectUpdateExecuteSet(UpdateGameObjectEventManagerExecute.PosMove); eventManager.AllUpdateEventExecute(); //ウェイト eventManager.EventWaitSet(0.5f); //モンスターを中心に移動 eventManager.UpdateGameObjectSet(monsterUpdateObject_, new Vector3(0, monsterStartPos.y, monsterStartPos.z)); eventManager.UpdateGameObjectUpdateExecuteSet(UpdateGameObjectEventManagerExecute.PosMove); eventManager.AllUpdateEventExecute(1.0f, t13.TimeFluctProcess.Sine); //ウェイト eventManager.EventWaitSet(0.8f); //進化後のモンスターの画像の設定 { List <Sprite> sprites = new List <Sprite>(); sprites.Add(monsterData.tribesData_.frontDreamTex_); eventManager.EventSpriteRenderersUpdateExecuteSet(EventSpriteRendererEventManagerExecute.SpriteSet); eventManager.EventSpriteRendererSet(monsterEventSprite_, sprites); eventManager.AllUpdateEventExecute(); } //進化時SE eventManager.SEAudioPlayOneShotEventSet(ResourcesSoundsLoader.GetInstance().GetSounds(SoundsPathSupervisor.GetInstance().GetPathDreamEffect())); //進化エフェクト { Sprite[] sprites = ResourcesGraphicsLoader.GetInstance().GetGraphicsAll("BattleScene/MonsterDreamEffect"); List <Sprite> spriteList = new List <Sprite>(); for (int i = 0; i < sprites.Length; ++i) { spriteList.Add(sprites[i]); } eventManager.EventSpriteRendererSet(effectEventSprite_, spriteList); eventManager.EventSpriteRenderersUpdateExecuteSet(EventSpriteRendererEventManagerExecute.Anime); eventManager.AllUpdateEventExecute(0.5f); } //ウェイト eventManager.EventWaitSet(0.8f); //モンスターの退場 eventManager.UpdateGameObjectSet(monsterUpdateObject_, monsterEndPos); eventManager.UpdateGameObjectUpdateExecuteSet(UpdateGameObjectEventManagerExecute.PosMove); eventManager.AllUpdateEventExecute(1.0f, t13.TimeFluctProcess.Quart); //ウェイト eventManager.EventWaitSet(0.5f); //非表示 eventManager.UpdateGameObjectSet(updateGameObject_); eventManager.UpdateGameObjectsActiveSetExecute(false); }