//caso seja detectado um colisor passando pela área (trigger) e ele for o "Finish" //então o status atual é salvo com o personagem "vivo" e a cena irá mudar para a tela de vitória void OnTriggerEnter2D(Collider2D coll) { if (coll.gameObject.CompareTag("Finish")) { SaveStatus(true); fade.ChangeScene("TIE_Win"); } }
// Update is called once per frame void Update() { if (Fade.FadeEnd()) { if ((Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Joystick1Button0))) { BGMManager.Instance.PlaySE("Cursor_Decision"); switch (menu.SelectNow) { case 0: { Fade.ChangeScene("Select"); break; } case 1: { Fade.ChangeScene("PlayRecordScene"); break; } case 2: { Fade.ChangeScene("Ranking"); break; } case 3: { //kure Fade.ChangeScene("Credit"); break; } case 4: { //asobikata Fade.ChangeScene("Asobikata"); break; } default: { break; } } } } if (Input.GetKeyDown(KeyCode.Escape) && Fade.FadeEnd()) { BGMManager.Instance.PlaySE("Cursor_Cancel"); Fade.ChangeScene("sekTitle"); } }
private IEnumerator GameEnd() { camera_.target_ = transform; light_.gameObject.SetActive(true); yield return(new WaitForSeconds(5)); Cursor.visible = true; EndGame.score_ = WaveSpawner.waveCounter_; fade_.ChangeScene(2); }
// Update is called once per frame void Update() { m_time += Time.deltaTime; switch (m_state) { case State.CountDown: { if (m_countdownImage.enabled == false) { m_countdownImage.enabled = true; } m_countdownImage.sprite = m_countdownSprites[(int)(m_countDownTime - m_time)]; m_countdownImage.color = new Color(1f, 0, 0, (1f - (m_time - Mathf.FloorToInt(m_time)))); if (m_countDownTime < m_time) { m_countdownImage.enabled = false; m_state = State.Ribbon; m_time = 0.0f; BGMManager.instance.PlaySE("se032_GameOverRibbon"); } break; } case State.Ribbon: { if (m_startTime < m_time) { for (int i = 0; i < m_sprites.Length; ++i) { m_sprites[i].fillAmount = (m_time - m_startTime) / (m_lerpTime); m_textSprites[i].fillAmount = (m_time - m_startTime) / (m_lerpTime); } } if (m_endTime < m_time) { m_state = State.End; } break; } case State.End: { Fade.ChangeScene("Result"); m_state = State.None; break; } default: m_countdownImage.enabled = false; break; } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { Fade.ChangeScene("Menu"); if (BGMManager.Instance != null) { BGMManager.Instance.PlaySE("Cursor_Cancel"); } } }
// Update is called once per frame void Update() { //シーン移動カウント if (effectStartFlg == true) { //タイマー加算 sceneTimer += Time.deltaTime; if (sceneTimer > 2.0f) { //リザルトシーンへ移動する。(フェードアウト起動?) Fade.ChangeScene("ResultScene"); } } }
// Update is called once per frame void Update() { //戻るボタン if (Input.GetKeyDown(KeyCode.Escape) && Fade.FadeEnd()) { //SE再生 if (BGMManager.Instance != null) { BGMManager.Instance.PlaySE("Cursor_Cancel"); } //シーン遷移開始 Fade.ChangeScene("Menu"); } }
// Update is called once per frame void Update() { XInputDotNetPure.GamePadState pad1 = GamePad.GetState(PlayerIndex.One); XInputDotNetPure.GamePadState pad2 = GamePad.GetState(PlayerIndex.Two); XInputDotNetPure.GamePadState pad3 = GamePad.GetState(PlayerIndex.Three); XInputDotNetPure.GamePadState pad4 = GamePad.GetState(PlayerIndex.Four); // スタートが押されたら遷移 if ((pad1.Buttons.Start == ButtonState.Pressed) || (pad2.Buttons.Start == ButtonState.Pressed) || (pad3.Buttons.Start == ButtonState.Pressed) || (pad4.Buttons.Start == ButtonState.Pressed) || (Input.GetKeyDown(KeyCode.A))) { Fade.ChangeScene("Title"); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Escape) || m_camera.isEnd) { m_camera.isEnd = true; Time.timeScale = 1.0f; Fade.ChangeScene("Menu"); } else { if (Input.GetKey(KeyCode.Space) || Input.GetMouseButton(0) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Joystick1Button0)) { Time.timeScale = 3.0f; } else { Time.timeScale = 1.0f; } } }
void Update() { if ((Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Joystick1Button0)) && quit_ques == false) { //Fade fade = GameObject.Find("Fade").GetComponent<Fade>(); //fade.ChangeScene("menu"); BGMManager.Instance.PlaySE("Title_Start"); Fade.ChangeScene("Menu"); } // デバッグ // DebugInput(); if (timer > ButtonWaitTime) { UpdateInput(); JumpScene(); } else { timer += Time.deltaTime; } //// セーブリセット //if (Input.GetKey(KeyCode.F12)) //{ // m_triggerTime -= Time.deltaTime; //} //else //{ // m_triggerTime = 10; //} //if (m_triggerTime <= 0) //{ // SaveDataManager manager = GameObject.Find("SaveDataManager").GetComponent<SaveDataManager>(); // manager.Reset(); // Debug.Log("Save data reset!"); //} // }
void Update() { if (Input.GetKeyDown("down") && index == 0) { index++; arrowPosition = new Vector3(quit.transform.position.x, quit.transform.position.y - 25, 0); arrow.transform.position = arrowPosition; } if (Input.GetKeyDown("up") && index == 1) { index--; arrowPosition = new Vector3(restart.transform.position.x, restart.transform.position.y - 25, 0); arrow.transform.position = arrowPosition; } if (Input.GetKeyDown("return") && index == 0) { fade.ChangeScene("level1"); } if (Input.GetKeyDown("return") && index == 1) { Application.Quit(); } }
/// <summary> /// キーの入力待ち状態 /// </summary> private void _WaitKey() { XInputDotNetPure.GamePadState pad1 = GamePad.GetState(PlayerIndex.One); XInputDotNetPure.GamePadState pad2 = GamePad.GetState(PlayerIndex.Two); XInputDotNetPure.GamePadState pad3 = GamePad.GetState(PlayerIndex.Three); XInputDotNetPure.GamePadState pad4 = GamePad.GetState(PlayerIndex.Four); m_intervalTime += Time.deltaTime; if (Input.GetKeyDown(KeyCode.A)) { Fade.ChangeScene("Ending"); } if ((pad1.Buttons.Start == ButtonState.Pressed) || (pad2.Buttons.Start == ButtonState.Pressed) || (pad3.Buttons.Start == ButtonState.Pressed) || (pad4.Buttons.Start == ButtonState.Pressed) || (m_intervalTime >= 3.0f)) { Fade.ChangeScene("Ending"); } }
// Update is called once per frame void Update() { XInputDotNetPure.GamePadState pad1 = GamePad.GetState(PlayerIndex.One); XInputDotNetPure.GamePadState pad2 = GamePad.GetState(PlayerIndex.Two); XInputDotNetPure.GamePadState pad3 = GamePad.GetState(PlayerIndex.Three); XInputDotNetPure.GamePadState pad4 = GamePad.GetState(PlayerIndex.Four); // BGM鳴らす if (!bgm004_startFlag) { //BGMManager.instance.PlayBGM("bgm004_GameSelect", 1.0f); bgm004_startFlag = true; } /* * for (int i = 0; i < ConstPlayerMax; i++) * { * * if(MultiInput.GetButtonDown("Pause", m_joypadNumber[i])) * { * m_readyFlag[i] = true; * readyText[i].text = "OK!"; * } * } */ //if (Input.GetKeyDown(KeyCode.Z) || MultiInput.GetButtonDown("Pause",MultiInput.JoypadNumber.Pad1)) if ((pad1.Buttons.Start == ButtonState.Pressed) || Input.GetKeyDown(KeyCode.Z)) { m_readyFlag[0] = true; readyText[0].text = "OK!"; GameObject.Find("PlayerCharacter1").GetComponent <Animator>().SetBool("isGlad", true); } if ((pad2.Buttons.Start == ButtonState.Pressed) || Input.GetKeyDown(KeyCode.X)) { m_readyFlag[1] = true; readyText[1].text = "OK!"; GameObject.Find("PlayerCharacter2").GetComponent <Animator>().SetBool("isGlad", true); } if ((pad3.Buttons.Start == ButtonState.Pressed) || Input.GetKeyDown(KeyCode.C)) { m_readyFlag[2] = true; readyText[2].text = "OK!"; GameObject.Find("PlayerCharacter3").GetComponent <Animator>().SetBool("isGlad", true); } if ((pad4.Buttons.Start == ButtonState.Pressed) || Input.GetKeyDown(KeyCode.V)) { m_readyFlag[3] = true; readyText[3].text = "OK!"; GameObject.Find("PlayerCharacter4").GetComponent <Animator>().SetBool("isGlad", true); } // 全員分 for (int i = 0; i < ConstPlayerMax; i++) { // レディーが押されていたら if (m_readyFlag[i]) { // SE鳴らす if (!se026_startFlag[i]) { BGMManager.instance.PlaySE("se026_PlayerPrepareFinish"); se026_startFlag[i] = true; } // だんだん大きくする readyText[i].transform.localScale += new Vector3(0.2f, 0.2f, 0.2f); if (readyText[i].transform.localScale.x > 1.0f) { readyText[i].transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); } } } // シーン遷移 if (m_readyFlag[0] && m_readyFlag[1] && m_readyFlag[2] && m_readyFlag[3]) { // 文字を点滅させる //GameObject.Find("InfoText").GetComponent<InfoText>().FlashText(); GameObject.Find("InfoText").GetComponent <FlashText>().DecideText(); // 時間経過 m_time += Time.deltaTime; // 1秒たったら遷移 if (m_time > 1.0f) { BGMManager.instance.StopBGM(0.0f); Fade.ChangeScene("Tutorial"); } } }
/// /// <summary> ステートを更新. </summary> /// /// <remarks> Kazuyuki,. </remarks> /// protected void UpdateState() { switch (m_mainState) { case MainState.START: // ヘルプ(F12)押したらポーズに遷移 if (Input.GetKeyDown(KeyCode.F12) && Fade.FadeEnd()) { BGMManager.Instance.PlaySE("Game_Pause"); ExecuteStateExitProcesss(m_mainState); if (m_modeState == ModeState.NORMAL_PLAY) { m_beforeMainStete = m_mainState; m_beforeEnterPauseMainStete = m_mainState; m_mainState = MainState.PAUSE; } else { m_beforeMainStete = m_mainState; m_beforeEnterPauseMainStete = m_mainState; m_mainState = MainState.CHECK_TRANSITION; } ExecuteStateEnterProcesss(m_mainState); } // 決定キー押されたらプレイ状態 if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Joystick1Button0)) { ExecuteStateExitProcesss(m_mainState); m_beforeMainStete = m_mainState; m_mainState = MainState.PLAY; ExecuteStateEnterProcesss(m_mainState); BGMManager.Instance.PlaySE("Game_Start"); } break; case MainState.PLAY: // ヘルプ(F12)押したらポーズに遷移 if (Input.GetKeyDown(KeyCode.F12)) { ExecuteStateExitProcesss(m_mainState); if (m_modeState == ModeState.NORMAL_PLAY) { m_beforeMainStete = m_mainState; m_beforeEnterPauseMainStete = m_mainState; m_mainState = MainState.PAUSE; } else { m_beforeMainStete = m_mainState; m_beforeEnterPauseMainStete = m_mainState; m_mainState = MainState.CHECK_TRANSITION; } ExecuteStateEnterProcesss(m_mainState); BGMManager.Instance.PlaySE("Game_Pause"); } // プレイヤーが死んだらエンド状態 else if (player.GetComponent <PlayerCharacterController>().size <= 0.0f) { ExecuteStateExitProcesss(m_mainState); m_beforeMainStete = m_mainState; m_mainState = MainState.END; ExecuteStateEnterProcesss(m_mainState); BGMManager.Instance.PlaySE("Game_Set"); } break; case MainState.PAUSE: if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Joystick1Button0)) { if (m_selectIconInPause == SelectMainPauseScene.SELECT_BACK) { ExecuteStateExitProcesss(m_mainState); MainState temp = m_beforeEnterPauseMainStete; //前の状態に戻る m_beforeMainStete = m_mainState; m_mainState = temp; ExecuteStateEnterProcesss(m_mainState); BGMManager.Instance.PlaySE("Cursor_Cancel"); } else if (m_selectIconInPause == SelectMainPauseScene.SELECT_TRANSITION_MENU) { ExecuteStateExitProcesss(m_mainState); m_beforeMainStete = m_mainState; m_mainState = MainState.CHECK_TRANSITION; ExecuteStateEnterProcesss(m_mainState); BGMManager.Instance.PlaySE("Cursor_Decision"); } else if (m_selectIconInPause == SelectMainPauseScene.SELECT_PLAY_RECORD) { ExecuteStateExitProcesss(m_mainState); m_beforeMainStete = m_mainState; m_mainState = MainState.PLAY_RECORD; ExecuteStateEnterProcesss(m_mainState); BGMManager.Instance.PlaySE("Cursor_Decision"); } } break; case MainState.CHECK_TRANSITION: if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Joystick1Button0)) { if (m_selectIconInTransitionMenu == SelectMainTransitionMenu.SELECT_NO) { BGMManager.Instance.PlaySE("Cursor_Cancel"); ExecuteStateExitProcesss(m_mainState); m_beforeMainStete = m_mainState; m_mainState = MainState.PAUSE; if (m_modeState == ModeState.FREE_PLAY) { MainState temp = m_beforeEnterPauseMainStete; //前の状態に戻る m_beforeMainStete = m_mainState; m_mainState = temp; } ExecuteStateEnterProcesss(m_mainState); } if (m_selectIconInTransitionMenu == SelectMainTransitionMenu.SELECT_YES) { BGMManager.Instance.PlaySE("Cursor_Decision"); Fade.ChangeScene("Menu"); } } break; case MainState.PLAY_RECORD: if (Input.GetKeyDown(KeyCode.Escape)) { BGMManager.Instance.PlaySE("Cursor_Cancel"); ExecuteStateExitProcesss(m_mainState); m_beforeMainStete = m_mainState; m_mainState = MainState.PAUSE; ExecuteStateEnterProcesss(m_mainState); } break; case MainState.END: break; default: break; } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { SetData(); Fade.ChangeScene("Result"); } for (int i = 0; i < 4; ++i) { m_padState[i] = GamePad.GetState(PlayerIndex.One + i); if (m_padState[i].Buttons.Start == ButtonState.Pressed) { m_key_HoldTime[i] += Time.deltaTime; if (Fade.instance.FadeEnd() && m_key_HoldTime[i] > m_keyHoldLimit) { SetData(); Fade.ChangeScene("Title"); } } else { m_key_HoldTime[i] = 0.0f; } } // 時間を測る if (isStart) { nowTime += Time.deltaTime; } // 残り時間を計算 float dispTime = timeInit - nowTime; int second = (int)dispTime % 60; // 秒を計算 int minute = (int)dispTime / 60; // 分を計算 timeText.text = minute.ToString() + ":" + second.ToString().PadLeft(2, '0'); if (dispTime <= m_feverStartTime + 1.0f && !m_isFever) { m_isFever = true; m_fever.StartFever(); } if (dispTime <= m_countDownStartTime + 1 && !m_isCountDown) { m_isCountDown = true; m_endEffect.StartEndEffect(); m_clock.enabled = false; m_timeNiddle.SetActive(false); } else if (m_isCountDown) { timeText.text = ""; } if (dispTime <= 0 && isStart) { isStart = false; SetData(); } }
// Update is called once per frame void Update() { if (((Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Joystick1Button0))) && Fade.FadeEnd()) { switch (state) { case Charselect.SELECT: { //回転が終わっているかキャラが解放されているかチェック if (CheckOpenChar(soap.GetCharNo()) && soap.EndRotation()) { state = Charselect.PLAY; //キャラセレクトからモードセレクトへ移行準備 soap.SetEnter(); no.SetCharNo(soap.GetCharNo()); //表示切替 charUI.ChangePause(); BGMManager.Instance.PlaySE("Character_Decision"); selifu[0].Sleep(); selifu[1].Sleep(); } else { BGMManager.Instance.PlaySE("Not_Character_Decision"); if (soap.EndRotation()) { switch (soap.GetCharNo()) { case 1: selifu[0].Active(); selifu[1].Sleep(); break; case 2: selifu[1].Active(); selifu[0].Sleep(); break; default: break; } } } break; } case Charselect.PLAY: { // Application.LoadLevel("Main"); state = Charselect.FADE; BGMManager.Instance.PlaySE("Cursor_Decision"); Fade.ChangeScene("main"); //プレイモードセット SceneData.modeSelect = (PlayModeState)m_playMode.SelectNow; break; } default: { break; } } } if (Input.GetKeyDown(KeyCode.Escape)) { switch (state) { case Charselect.SELECT: { Fade.ChangeScene("Menu"); break; } case Charselect.PLAY: { state = Charselect.SELECT; charUI.ChangePause(); break; } } } if (state == Charselect.PLAY) { //1f対応 if (!CheckOpenChar(soap.GetCharNo())) { state = Charselect.SELECT; charUI.ChangePause(); } } switch (soap.GetCharNo()) { case 0: name.text = "せっけんくん"; status.text = "せっけんくんは\nのうりょくが\nへいきんてきな\nキャラクターだ"; name.color = status.color = new Color(0.0f, 0.8f, 1.0f); selifu[0].Sleep(); selifu[1].Sleep(); break; case 1: if (soaps[0].active) { name.text = "せっけんヒーロー"; status.text = "せっけんヒーローはスピードが\nはやいので\nテクニックがひつようだ!"; name.color = status.color = new Color(1.0f, 0.6f, 0.0f); } else { name.text = status.text = ""; } break; case 2: if (soaps[2].active) { name.text = "せっけんちゃん"; status.text = "せっけんちゃんは\nかいふくりょくがたかいが\nうけるダメージがおおきいぞ"; name.color = status.color = new Color(1.0f, 0.0f, 0.4f); } else { name.text = status.text = ""; } break; default: break; } }
//este metodo recebe uma string com o nome da próxima cena e já muda public void ChangeScene(string scene) { fade.ChangeScene(scene); //não tem o FadeOutChangeScene = true; }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.F12)) { switch (state) { case MainPoseState.NONE: { state = MainPoseState.POSE; ui.ChangePause(); break; } default: { //state = MainPoseState.NONE; //ui.ChangePause(); break; } } } if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Joystick1Button0)) { switch (state) { case MainPoseState.POSE: { switch (menu.SelectNow) { case 0: { state = MainPoseState.NONE; ui.ChangePause(); break; } case 1: { state = MainPoseState.MENU; mode.ChangePauseMenu((int)MainPoseState.MENU); break; } case 2: { state = MainPoseState.PLAY_RECORD; mode.ChangePauseMenu((int)MainPoseState.PLAY_RECORD); break; } } break; } case MainPoseState.MENU: { switch (Ref.SelectNow) { case 0: { Fade.ChangeScene("Menu"); break; } case 1: { state = MainPoseState.POSE; mode.ChangePauseMenu((int)MainPoseState.POSE); break; } } break; } case MainPoseState.PLAY_RECORD: { break; } } } if (Input.GetKeyDown(KeyCode.Escape)) { switch (state) { case MainPoseState.POSE: { state = MainPoseState.NONE; ui.ChangePause(); break; } case MainPoseState.MENU: { state = MainPoseState.POSE; mode.ChangePauseMenu((int)MainPoseState.POSE); break; } case MainPoseState.PLAY_RECORD: { state = MainPoseState.POSE; mode.ChangePauseMenu((int)MainPoseState.POSE); break; } default: { break; } } } }
// Update is called once per frame void Update() { XInputDotNetPure.GamePadState pad1 = GamePad.GetState(PlayerIndex.One); XInputDotNetPure.GamePadState pad2 = GamePad.GetState(PlayerIndex.Two); XInputDotNetPure.GamePadState pad3 = GamePad.GetState(PlayerIndex.Three); XInputDotNetPure.GamePadState pad4 = GamePad.GetState(PlayerIndex.Four); switch (m_titlestate) { case TitleState.Start: //タイトル開始時 m_titlestate = TitleState.Ribbon; BGMManager.instance.StopBGM(0.0f); break; case TitleState.Ribbon: //リボンを投げる m_ribbon.ThrowRibbon(); // 投げるSE鳴らすse001_ThrowJustRibbon if (!se001_startFlag) { BGMManager.instance.PlaySE("se001_ThrowJustRibbon"); se001_startFlag = true; } if (m_ribbon.ThrowFinishFlag) //リボンが所定の位置に着いたら遷移を移動させる { m_ribbon.ResetBezierRibbon(); m_titlePlayerAnimator.SetBool("Running", true); m_girl.RotationGirl(); m_titlestate = TitleState.TrailTitleLogo; } break; case TitleState.TrailTitleLogo: //リボンを引きずる・女性を移動させる・タイトルロゴを引きずる //所定の位置に着いたら遷移を移動させる if (m_ribbon.TrailFinishFlag && m_titlelogo.TrailtitleLogoFinishFlag) { //m_invisibleribbon.ActiveRibbon(false); m_ribbon.gameObject.SetActive(false); m_titlestate = TitleState.BoundTitleLogo; } else { m_ribbon.TrailRibbon(); m_girl.TrailGirl(); m_titlelogo.TrailTitleLogo(); } break; case TitleState.BoundTitleLogo: //ロゴをバウンドさせる m_titlelogo.BoundTitleLogo(); if (m_titlelogo.TitleLogoBoundFinishFlag && m_titlelogo.TitleLogoTime() >= 5.0f) //入力で次の遷移に { m_titleui.Activate(true); m_titlestate = TitleState.DisplaytitleLogo; } break; case TitleState.DisplaytitleLogo: //UIを表示。 m_titleui.ScaleTitleUI(); // BGM鳴らす if (!bgm000_startFlag) { BGMManager.instance.PlayBGM("bgm000_Title", 0.1f); bgm000_startFlag = true; } if (Input.GetKeyDown(KeyCode.A) || (pad1.Buttons.Start == ButtonState.Pressed) || (pad2.Buttons.Start == ButtonState.Pressed) || (pad3.Buttons.Start == ButtonState.Pressed) || (pad1.Buttons.Start == ButtonState.Pressed)) //入力で次の遷移に。 { m_titlestate = TitleState.Finish; m_titleui.Activate(false); Fade.ChangeScene("Opening"); BGMManager.instance.StopBGM(0.8f); // 遷移SE鳴らす if (!se017_startFlag) { BGMManager.instance.PlaySE("se017_DecideButton"); se017_startFlag = true; } } break; case TitleState.Finish: //終了。ここで他の遷移に移動する Debug.Log("終了"); // BGMManager.instance.StopBGM(0.0f); // SceneManager.LoadScene("Select"); break; } }
// Update is called once per frame void Update() { //まだポイント表示がおわっていなければ何もしない。 if (pointDrawEndFlg == false || inputEndFlg == true) { return; } //ランキング表示へ if (rankingDrawEndFlg == false) { if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Joystick1Button0)) { rankingDrawEndFlg = true; } canvasRanking.gameObject.SetActive(true); return; } else { canvasRanking.gameObject.SetActive(false); } //ランクイン時なら名前入力へ if (rankingNameEndFlg == false) { //ランキングセット canvasRankingName.SetRank(rank); //有効化 canvasRankingName.gameObject.SetActive(true); //名前選択処理 if (canvasRankingName.Select() == true) { //名前選択終了処理 canvasRankingName.gameObject.SetActive(false); rankingNameEndFlg = true; } return; } //実績が今回で解放されていれば表示へ bool _getRecordflg = false; for (int i = 0; i < 30; ++i) { if (recordGetFlg[i] == true) { //実績開放音を鳴らす if (recordGetBGMTrig[i] == true) { recordGetBGMTrig[i] = false; //SE if (BGMManager.Instance != null) { BGMManager.Instance.PlaySE("Actual_Open"); } } _getRecordflg = true; canvasKaihou.gameObject.SetActive(true); canvasKaihou.SetRecordImage(i); if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Joystick1Button0)) { recordGetFlg[i] = false; } return; } } if (_getRecordflg == false) { canvasKaihou.gameObject.SetActive(false); } //入力を見てメニューへ //画面遷移表示 if (sceneMoveDisplayFlg == true) { canvasSceneSelect.gameObject.SetActive(true); //画面を選択する if (Input.GetKeyDown(KeyCode.LeftArrow) && Fade.FadeEnd()) { sceneMenuFlg = false; //SE if (BGMManager.Instance != null) { BGMManager.Instance.PlaySE("Cursor_Move"); } } if (Input.GetKeyDown(KeyCode.RightArrow) && Fade.FadeEnd()) { sceneMenuFlg = true; //SE if (BGMManager.Instance != null) { BGMManager.Instance.PlaySE("Cursor_Move"); } } canvasSceneSelect.WakuSelect(sceneMenuFlg); //戻る if (Input.GetKeyDown(KeyCode.Escape)) { sceneMoveDisplayFlg = false; sceneMenuFlg = false; canvasSceneSelect.gameObject.SetActive(false); //SE if (BGMManager.Instance != null) { BGMManager.Instance.PlaySE("Cursor_Cancel"); } return; } //画面遷移する。 if (sceneMenuFlg == true) { if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Joystick1Button0)) { //SE if (BGMManager.Instance != null) { BGMManager.Instance.PlaySE("Cursor_Decision"); } selectingChara.loaded = true; //引き継がない Fade.ChangeScene("Menu"); inputEndFlg = true; } } else { if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Joystick1Button0)) { //SE if (BGMManager.Instance != null) { BGMManager.Instance.PlaySE("Cursor_Decision"); } //キャラクター情報を保持したまま今回の成績を削除 ActionRecordManager.sActionRecord.ResetCharaHozi(); Fade.ChangeScene("main"); inputEndFlg = true; } } } else { canvasSceneSelect.gameObject.SetActive(false); sceneMenuFlg = false; if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Joystick1Button0)) { sceneMoveDisplayFlg = true; //SE if (BGMManager.Instance != null) { BGMManager.Instance.PlaySE("Cursor_Decision"); } } } }
// Update is called once per frame void Update() { XInputDotNetPure.GamePadState pad1 = GamePad.GetState(PlayerIndex.One); XInputDotNetPure.GamePadState pad2 = GamePad.GetState(PlayerIndex.Two); XInputDotNetPure.GamePadState pad3 = GamePad.GetState(PlayerIndex.Three); XInputDotNetPure.GamePadState pad4 = GamePad.GetState(PlayerIndex.Four); // 時間経過開始 if (!flg) { m_timeCountScript.StartTime(); flg = true; } // スタートが押されたか //if (MultiInput.GetButtonDown("Pause", MultiInput.JoypadNumber.Pad1) || Input.GetKeyDown(KeyCode.Z)) if ((pad1.Buttons.Start == ButtonState.Pressed) || Input.GetKeyDown(KeyCode.Z)) { GameObject.Find("Ready1").GetComponent <Ready>().DispReady(); m_readyFlag[0] = true; if (!se026_startFlag[0]) { BGMManager.instance.PlaySE("se026_PlayerPrepareFinish"); se026_startFlag[0] = true; } } if ((pad2.Buttons.Start == ButtonState.Pressed) || Input.GetKeyDown(KeyCode.X)) { GameObject.Find("Ready2").GetComponent <Ready>().DispReady(); m_readyFlag[1] = true; if (!se026_startFlag[1]) { BGMManager.instance.PlaySE("se026_PlayerPrepareFinish"); se026_startFlag[1] = true; } } if ((pad3.Buttons.Start == ButtonState.Pressed) || Input.GetKeyDown(KeyCode.C)) { GameObject.Find("Ready3").GetComponent <Ready>().DispReady(); m_readyFlag[2] = true; if (!se026_startFlag[2]) { BGMManager.instance.PlaySE("se026_PlayerPrepareFinish"); se026_startFlag[2] = true; } } if ((pad4.Buttons.Start == ButtonState.Pressed) || Input.GetKeyDown(KeyCode.V)) { GameObject.Find("Ready4").GetComponent <Ready>().DispReady(); m_readyFlag[3] = true; if (!se026_startFlag[3]) { BGMManager.instance.PlaySE("se026_PlayerPrepareFinish"); se026_startFlag[3] = true; } } // 全員レディしたら もしくは 残り時間が0になったら if ((m_readyFlag[0] && m_readyFlag[1] && m_readyFlag[2] && m_readyFlag[3]) || (m_timeCountScript.GetTime() <= 0.0f)) { Fade.ChangeScene("Play"); } }