示例#1
0
    private Coroutine cor_AnimRoop;                     // ループ用コルーチン

    public void ShowAnimal(GameObject box)              // 武器選択中の動物を表示する
    {
        if (!GetComponent <WindowChangeScript>().Equip_Changing&&
            GetComponent <WindowChangeScript>().WindowStationary)
        {
            // _selectedAnimalに表示する動物のPrefabを入れる
            int boxNum = int.Parse(box.name.Substring(box.name.Length - 1));
            WindowChangeScript param = GetComponent <WindowChangeScript>();
            int animalNum            = param.AnimalAndWeaponList[boxNum - 1, 0];
            _selectedAnimal = Instantiate(animals[animalNum]) as GameObject;

            // 不必要な物を削除していく
            Animalstate select_AnimalState = _selectedAnimal.GetComponent <Animalstate>();
            if (select_AnimalState != null)
            {
                select_AnimalState.enabled = !select_AnimalState.enabled;
            }
            Status select_Status = _selectedAnimal.GetComponent <Status>();
            if (select_Status != null)
            {
                select_Status.enabled = !select_Status.enabled;
            }
            AnimalScript serect_Animalscript = _selectedAnimal.GetComponent <AnimalScript>();
            if (serect_Animalscript != null)
            {
                serect_Animalscript.enabled = !serect_Animalscript.enabled;
            }
            if (_selectedAnimal.transform.Find("HPBer") != null)
            {
                Destroy(_selectedAnimal.transform.Find("HPBer").gameObject);
            }
            if (_selectedAnimal.transform.Find("SkillBer") != null)
            {
                Destroy(_selectedAnimal.transform.Find("SkillBer").gameObject);
            }

            // 表示する時の体裁
            _selectedAnimal.transform.SetParent(GameObject.Find("WeaponSelectWindows2").transform);
            RectTransform _rect = _selectedAnimal.AddComponent <RectTransform>();
            _rect.anchoredPosition3D             = new Vector3(300, -100, 0);
            _selectedAnimal.transform.localScale = new Vector3(100f, 100f, 100f);

            // アニメーターのコルーチンを起動
            if (_selectedAnimal.GetComponent <Animator>() != null)
            {
                _select_Animator = _selectedAnimal.GetComponent <Animator>();
                _select_Animator.SetTrigger("Attack");
                cor_AnimRoop = StartCoroutine(Cor_Anim());
            }
        }
    }
示例#2
0
    // Use this for initialization
    void Start()
    {
        //ここに追加処理
        //clearTime = choiceparam.ClearTime;
        clearTime = (float)_System.Math.Round(choiceparam.ClearTime, 0);
        animal    = choiceparam.FavoAnimal;

        text.GetComponent <Text>().text = clearTime.ToString() + "sec";
        _selectedAnimal = Instantiate(animal) as GameObject;

        // 不必要な物を削除していく
        Animalstate select_AnimalState = _selectedAnimal.GetComponent <Animalstate>();

        if (select_AnimalState != null)
        {
            select_AnimalState.enabled = !select_AnimalState.enabled;
        }
        Status select_Status = _selectedAnimal.GetComponent <Status>();

        if (select_Status != null)
        {
            select_Status.enabled = !select_Status.enabled;
        }
        AnimalScript serect_Animalscript = _selectedAnimal.GetComponent <AnimalScript>();

        if (serect_Animalscript != null)
        {
            serect_Animalscript.enabled = !serect_Animalscript.enabled;
        }
        if (_selectedAnimal.transform.Find("HPBer") != null)
        {
            Destroy(_selectedAnimal.transform.Find("HPBer").gameObject);
        }
        if (_selectedAnimal.transform.Find("SkillBer") != null)
        {
            Destroy(_selectedAnimal.transform.Find("SkillBer").gameObject);
        }

        //場所指定
        _selectedAnimal.transform.position = new Vector3(0, -3.5f, 0);

        // アニメーターのコルーチンを起動
        if (_selectedAnimal.GetComponent <Animator>() != null)
        {
            _select_Animator = _selectedAnimal.GetComponent <Animator>();
            _select_Animator.SetTrigger("Attack");
            StartCoroutine(Cor_Anim());
        }
    }