// Use this for initialization void Start() { bool clearFlg = true; for (int i = 0; i < 30; ++i) { if (recordCondition.CheckRecordConditionClear(i) == false) { clearFlg = false; break; } } //全部クリアなら花火演出する if (clearFlg == true) { for (int i = 0; i < fireList.Count; ++i) { if (fireList[i] != null) { fireList[i].SetActive(true); } } } }
//レコードを取得する private void GetRecord(bool oldFlg) { if (oldFlg == true) { for (int i = 0; i < 30; ++i) { recordFlgOld[i] = checkRecord.CheckRecordConditionClear(i); } } else { for (int i = 0; i < 30; ++i) { recordFlgNew[i] = checkRecord.CheckRecordConditionClear(i); } } }
void Init() { m_decisionSecondNow = m_decisionSecond; isRunning = false; float s; if (m_countNowUptoMaxTime <= 0) { s = 0; } else { s = m_countNowUptoMaxTime / m_countUptoMaxTime; } m_countNowUptoMaxTime++; countSecond = 0; // カウントリセット //次のタイム引き延ばし m_timeForInstance = Mathf.Lerp(minTimeForInstance, maxTimeForInstance, s); m_marker = GameObject.Find("MarkerUI").GetComponent <RecoverySoapPointMarker>(); m_player = GameObject.Find("PlayerCharacter").GetComponent <PlayerCharacterController>(); CheckRecordCondition saveData = GameObject.Find("CheckRecordCondition").GetComponent <CheckRecordCondition>(); isUnlockArea1 = true; if (saveData.CheckRecordConditionClear(CheckRecordCondition.ERecordName.OtosiMinarai)) { isUnlockArea2 = true; } if (saveData.CheckRecordConditionClear(CheckRecordCondition.ERecordName.OtosiItininnmae)) { isUnlockArea3 = true; } if (saveData.CheckRecordConditionClear(CheckRecordCondition.ERecordName.OtosiMeizin)) { isUnlockArea4 = true; } m_marker.EnableUI = false; m_marker.Player = m_player.gameObject; }
public bool SetRecordImage(int recordNo) { if (recordNo < 0 || recordNo >= 30) { return(false); } if (recordNo < 26) { recordNameImage.sprite = sprites[recordNo]; } else { bool clearFlg; clearFlg = true; //隠れ石鹸全部開放したかチェック for (int i = 26; i < 30; ++i) { if (recordChecker.CheckRecordConditionClear(i) == false) { clearFlg = false; } } //全部開放してた if (clearFlg == true) { recordNameImage.sprite = sprites[recordNo]; } else { recordNameImage.sprite = null; } } //入れたスプライト情報が有効なのか無効なのか if (recordNameImage.sprite == null) { recordNameImage.enabled = false; } else { recordNameImage.enabled = true; } return(true); }
//実績の再読み込み public void ReLoadRecord() { int clearCount = 0; //実績情報を読み込みと判断 for (int i = 0; i < RECORD_NUM; ++i) { //実績オブジェクトをUnity上に生成。 recordObjectList[i] = ((GameObject)Instantiate(recordObjectPrefab)); recordObjectList[i].transform.SetParent(canvasRecord.transform); //実績レベルを設定。条件クリアしてなければhatena(0)にする if (recordChecker.CheckRecordConditionClear(i) == true) { recordObjectList[i].GetComponentInChildren <RecordObject>().SetImageTextureAndLevel(RECORD_STATUS_LIST[i]); //1,2,3 clearCount++; } else { recordObjectList[i].GetComponentInChildren <RecordObject>().SetImageTextureAndLevel(0); } Vector2 temp; temp.x = 0; temp.y = 0; recordObjectList[i].GetComponent <RectTransform>().anchoredPosition = temp; recordObjectList[i].GetComponent <RectTransform>().sizeDelta = temp; //実績オブジェクトの位置を調整する Vector2 temp2; temp.x = 0.09f * (i % 10) - 0.045f + 0.1f; temp.y = -0.16f * (i / 10) - 0.075f + 0.75f; temp2.x = 0.09f * (i % 10) + 0.045f + 0.1f; temp2.y = -0.16f * (i / 10) + 0.075f + 0.75f; recordObjectList[i].GetComponent <RectTransform>().anchorMin = temp; recordObjectList[i].GetComponent <RectTransform>().anchorMax = temp2; } //実績開放率テキスト表示 int percent = clearCount * 100 / 30; TexNumObject.SetNum(percent); }