示例#1
0
    // Update is called once per frame
    void Update()
    {
        state_info_ = game_system.GetComponent <Game_system>().state;

        if (state_info_ == Game_system.state_info.Playing)
        {
            if (Input.GetKey(KeyCode.C))
            {
                if (!push_key_flag)
                {
                    if (!pouse_flag)
                    {
                        Time.timeScale = 0.0f;
                        pouse_flag     = true;
                    }
                    else
                    {
                        Time.timeScale = 1.0f;
                        pouse_flag     = false;
                    }
                }
                push_key_flag = true;
            }
            else
            {
                push_key_flag = false;
            }
        }
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        state_info_ = game_system.GetComponent <Game_system>().state;

        if (state_info_ != Game_system.state_info.Playing)
        {
            audio.Stop();
        }
    }
示例#3
0
 // Update is called once per frame
 void Update()
 {
     state_info_ = game_system.GetComponent <Game_system>().state;
     if (state_info_ == Game_system.state_info.Gameover)
     {
         this.GetComponent <Text>().text      = "";
         gameover1.GetComponent <Text>().text = "GAME OVER";
         gameover2.GetComponent <Text>().text = "Score " + score.ToString();
         gameover3.GetComponent <Text>().text = "Please push Z key";
     }
     else if (state_info_ == Game_system.state_info.Playing)
     {
         this.GetComponent <Text>().text = "Score " + score.ToString();
     }
     else if (state_info_ == Game_system.state_info.Pouse)
     {
     }
 }
示例#4
0
 // Update is called once per frame
 void Update()
 {
     state_info_ = game_system.GetComponent <Game_system>().state;
     if (!save_flag && state_info_ == Game_system.state_info.Gameover)
     {
         new_score = scoretext.GetComponent <Score_texts>().score;
         for (int i = 0; i < 10; i++)
         {
             high_score[i] = PlayerPrefs.GetInt(high_score_rank[i]);
             if (new_score > high_score[i])
             {
                 storage       = high_score[i];
                 high_score[i] = new_score;
                 new_score     = storage;
                 PlayerPrefs.SetInt(high_score_rank[i], high_score[i]);
             }
             save_flag = true;
         }
     }
 }
示例#5
0
    // Update is called once per frame
    void Update()
    {
        state_info_ = game_system.GetComponent <Game_system>().state;
        //rank = game_system.GetComponent<Game_system>().rank;
        if (count > 10 && rank < 5.0f)
        {
            rank += 0.5f; count = 0;
        }
        if (state_info_ == Game_system.state_info.Playing)
        {
            measure_time += Time.deltaTime;

            if (measure_time > create_time - rank)
            {
                vec = this.transform.position;
                Instantiate(boxunity, vec, Quaternion.Euler(0, 0, 0));
                measure_time = 0.0f;
                count++;
            }
        }
    }
示例#6
0
    // Update is called once per frame
    void Update()
    {
        if (Time.timeScale > 0)
        {
            state_info_ = game_system.GetComponent <Game_system>().state;

            if (state_info_ == Game_system.state_info.Playing)
            {
                transform.position += gameobject.transform.position - before_position;
                before_position     = gameobject.transform.position;
                if (Input.GetKey(KeyCode.S))
                {
                    transform.RotateAround(gameobject.transform.position, Vector3.up, rotate_speed * Time.deltaTime);
                }
                if (Input.GetKey(KeyCode.A))
                {
                    transform.RotateAround(gameobject.transform.position, Vector3.up, -rotate_speed * Time.deltaTime);
                }
                if (Input.GetKey(KeyCode.D))
                {
                    if (!push_d_flag)
                    {
                        rotate_target = gameobject.transform.localEulerAngles - transform.localEulerAngles;
                        transform.RotateAround(gameobject.transform.position, Vector3.up, rotate_target.y);
                        push_d_flag = true;
                    }
                }
                else
                {
                    push_d_flag = false;
                }
            }
            else if (state_info_ == Game_system.state_info.Gameover)
            {
                transform.position  = gameobject.transform.position;
                transform.position += new Vector3(0.0f, 4.0f, 0.0f);
                transform.rotation  = Quaternion.Euler(90.0f, 0.0f, 0.0f);
            }
        }
    }