示例#1
0
    void CreateAllContent()
    {
        DeleteAllContent();

        int _Max_floor = PlayerPrefs.GetInt("MaxFloor", 0);

        //iが0になるまで
        for (int i = _Max_floor - 1; i != 0; i--)
        {
            GameObject item_line = Instantiate(item_moment, content.transform.position, content.transform.rotation);

            item_line.transform.parent = content.transform;
            item_line.name             = i.ToString() + "F";
            item_line.tag = "ItemMomentText";
            ItemMomentControl momentControl = item_line.GetComponent <ItemMomentControl>();
            momentControl.item_type = type;



            Text item_text = item_line.GetComponentInChildren <Text>();


            item_text.text = ("目的地:" + i.ToString() + "Fへ移動");
        }
    }
示例#2
0
    void SkillSubscribe(int button_number)
    {
        RaycastHit hit;
        var        ray = new Ray(this.transform.position, transform.forward);

        if (Physics.Raycast(ray, out hit, 4))
        {
            if (hit.collider.gameObject.tag == "ItemMomentText")
            {
                ItemMomentControl momentControl = hit.collider.gameObject.GetComponent <ItemMomentControl>();

                switch (momentControl.item_type)
                {
                //skill
                case "SkillData":

                    int skill_number = momentControl.skill_number;

                    //ボタンとスキルの関係を登録
                    skillController.SkillSet(button_number, skill_number);

                    DesideAudioPlay(0);
                    break;
                }
            }
        }
    }
示例#3
0
    void CreateAllContent()
    {
        DeleteAllContent();

        dic = status.item_dic;
        var key_list   = new List <string>();
        var value_list = new List <int>();

        key_list   = dic.Keys.ToList();
        value_list = dic.Values.ToList();

        for (int i = 0; i < dic.Count; i++)
        {
            GameObject item_line = Instantiate(item_moment, content.transform.position, content.transform.rotation);

            item_line.transform.parent = content.transform;
            item_line.name             = key_list[i];

            ItemMomentControl momentControl = item_line.GetComponent <ItemMomentControl>();
            momentControl.item_type = "Item";


            Text item_text = item_line.GetComponentInChildren <Text>();


            item_text.text = (key_list[i] + "x" + value_list[i].ToString());
        }

        if (dic.Count == 0)
        {
            GameObject item_line = Instantiate(item_moment, content.transform.position, content.transform.rotation);

            item_line.transform.parent = content.transform;
            ItemMomentControl momentControl = item_line.GetComponent <ItemMomentControl>();
            Text item_text = item_line.GetComponentInChildren <Text>();


            item_text.text = ("戻る");
        }
    }
示例#4
0
    void CreateAllContent()
    {
        DeleteAllContent();


        for (int i = 0; i < skill_basedata_list.Count; i++)
        {
            GameObject item_line = Instantiate(item_moment, content.transform.position, content.transform.rotation);

            item_line.transform.parent = content.transform;
            item_line.name             = skill_basedata_list[i].skill_name;
            item_line.tag = "ItemMomentText";
            ItemMomentControl momentControl = item_line.GetComponent <ItemMomentControl>();
            momentControl.item_type    = type;
            momentControl.skill_number = i;


            Text item_text = item_line.GetComponentInChildren <Text>();


            item_text.text = (skill_basedata_list[i].skill_name);
        }
    }
示例#5
0
    void CreateAllContent()
    {
        DeleteAllContent();

        if (type == "Weapon")
        {
            weapon_dic = status.weapon_dic;
            var key_list   = new List <string>();
            var value_list = new List <int>();

            key_list   = weapon_dic.Keys.ToList();
            value_list = weapon_dic.Values.ToList();

            for (int i = 0; i < weapon_dic.Count; i++)
            {
                GameObject item_line = Instantiate(item_moment, content.transform.position, content.transform.rotation);

                item_line.transform.parent = content.transform;
                item_line.name             = key_list[i];
                item_line.tag = "ItemMomentText";
                ItemMomentControl momentControl = item_line.GetComponent <ItemMomentControl>();
                momentControl.item_type = type;



                Text item_text = item_line.GetComponentInChildren <Text>();


                item_text.text = (key_list[i] + "/攻撃力" + value_list[i].ToString());
                if (key_list[i] == PlayerPrefs.GetString(type, "a"))
                {
                    item_text.text = ("E:" + key_list[i] + "/攻撃力" + value_list[i].ToString());
                }
            }

            if (weapon_dic.Count == 0)
            {
                GameObject item_line = Instantiate(item_moment, content.transform.position, content.transform.rotation);

                item_line.transform.parent = content.transform;
                ItemMomentControl momentControl = item_line.GetComponent <ItemMomentControl>();
                Text item_text = item_line.GetComponentInChildren <Text>();


                item_text.text = ("戻る");
            }
        }

        if (type == "Shield")
        {
            shield_dic = status.shirld_dic;
            var key_list   = new List <string>();
            var value_list = new List <int>();

            key_list   = shield_dic.Keys.ToList();
            value_list = shield_dic.Values.ToList();

            for (int i = 0; i < shield_dic.Count; i++)
            {
                GameObject item_line = Instantiate(item_moment, content.transform.position, content.transform.rotation);

                item_line.transform.parent = content.transform;
                item_line.name             = key_list[i];
                item_line.tag = "ItemMomentText";
                ItemMomentControl momentControl = item_line.GetComponent <ItemMomentControl>();
                momentControl.item_type = type;



                Text item_text = item_line.GetComponentInChildren <Text>();


                item_text.text = (key_list[i] + "/防御力" + value_list[i].ToString());
                if (key_list[i] == PlayerPrefs.GetString(type, "a"))
                {
                    item_text.text = ("E:" + key_list[i] + "/防御力" + value_list[i].ToString());
                }
            }

            if (shield_dic.Count == 0)
            {
                GameObject item_line = Instantiate(item_moment, content.transform.position, content.transform.rotation);

                item_line.transform.parent = content.transform;
                ItemMomentControl momentControl = item_line.GetComponent <ItemMomentControl>();
                Text item_text = item_line.GetComponentInChildren <Text>();


                item_text.text = ("戻る");
            }
        }
    }
示例#6
0
    void CreateAllContent()
    {
        DeleteAllContent();


        //Friend一覧
        dic = status.friend_dic;
        var key_list        = new List <string>();
        var value_list      = new List <string>();
        var now_member_list = new List <string>();

        //代入
        now_member_list = status.friend_now;
        key_list        = dic.Keys.ToList();
        value_list      = dic.Values.ToList();



        for (int i = 0; i < dic.Count; i++)
        {
            //召喚中のめんばーは除名
            if (!now_member_list.Contains(key_list[i]))
            {
                GameObject item_line = Instantiate(item_moment, content.transform.position, content.transform.rotation);

                item_line.transform.parent = content.transform;
                item_line.name             = key_list[i];

                ItemMomentControl momentControl = item_line.GetComponent <ItemMomentControl>();
                momentControl.item_type = "Friend";


                Text item_text = item_line.GetComponentInChildren <Text>();


                item_text.text = (key_list[i] + ":招待する");
            }
            else
            {
                GameObject item_line = Instantiate(item_moment, content.transform.position, content.transform.rotation);

                item_line.transform.parent = content.transform;
                //item_line.name = key_list[i];

                ItemMomentControl momentControl = item_line.GetComponent <ItemMomentControl>();
                //momentControl.item_type = "Friend";


                Text item_text = item_line.GetComponentInChildren <Text>();


                item_text.text = (key_list[i] + ":追従中");
            }
        }

        //0のとき
        if (dic.Count == 0)
        {
            GameObject item_line = Instantiate(item_moment, content.transform.position, content.transform.rotation);

            item_line.transform.parent = content.transform;
            ItemMomentControl momentControl = item_line.GetComponent <ItemMomentControl>();
            Text item_text = item_line.GetComponentInChildren <Text>();


            item_text.text = ("戻る");
        }
    }
示例#7
0
    void Buttons()
    {
        //Xボタン
        if (Input.GetKeyDown(KeyCode.JoystickButton1))
        {
            RaycastHit hit;
            var        ray = new Ray(this.transform.position, transform.forward);

            if (Physics.Raycast(ray, out hit, 4))
            {
                //ボタン非表示
                if (hit.collider.tag == "ItemMomentText" || hit.collider.tag == "WeaponMomentText")
                {
                    if (!off_objects.Contains(hit.collider.gameObject.name))
                    {
                        hit.collider.gameObject.GetComponentInParent <ScrollRect>().gameObject.SetActive(false);
                        DesideAudioPlay(0);
                    }
                }


                //通常ボタン群
                foreach (string s in off_objects)
                {
                    if (hit.collider.gameObject.name == s)
                    {
                        hit.collider.gameObject.SetActive(false);
                        DesideAudioPlay(0);
                    }
                }
            }
        }


        //〇ボタン
        if (Input.GetKeyDown(KeyCode.JoystickButton13))
        {
            RaycastHit hit;
            var        ray = new Ray(this.transform.position, transform.forward);

            if (Physics.Raycast(ray, out hit, 4))
            {
                //UI全般
                foreach (string name_one in switch_objects)
                {
                    if (hit.collider.gameObject.name == name_one)
                    {
                        hit.collider.gameObject.GetComponent <UISwitch>().Swtch();

                        DesideAudioPlay(0);
                    }
                }



                //Createボタン
                if (hit.collider.gameObject.name == "CreateButton")
                {
                    hit.collider.gameObject.GetComponent <CreateItemUIControl>().CreateItem();
                    DesideAudioPlay(0);
                }


                //小物入手
                if (hit.collider.gameObject.name == "SmallItem")
                {
                    hit.collider.gameObject.GetComponent <SmallItemGetter>().GetItems(status);
                }


                //様々なボタン起動
                if (hit.collider.gameObject.tag == "ItemMomentText")
                {
                    ItemMomentControl momentControl = hit.collider.gameObject.GetComponent <ItemMomentControl>();

                    switch (momentControl.item_type)
                    {
                    //使用
                    case "Item":
                        string m_name = hit.collider.gameObject.name;
                        status.UseItem(m_name);
                        hit.collider.gameObject.GetComponent <ItemMomentControl>().UpdateText(m_name + "x" + status.item_dic[m_name]);
                        DesideAudioPlay(0);
                        break;

                    //装備
                    case "Weapon":
                        string w_name = hit.collider.gameObject.name;
                        status.EquipAll(w_name, "Weapon");

                        DesideAudioPlay(0);
                        break;

                    //装備
                    case "Shield":
                        string s_name = hit.collider.gameObject.name;
                        status.EquipAll(s_name, "Shield");

                        DesideAudioPlay(0);
                        break;

                    //階層転移
                    case "Floor":
                        string f_name = hit.collider.gameObject.name;
                        f_name = f_name.Replace("F", "");
                        GameController.floor = int.Parse(f_name);
                        DesideAudioPlay(0);

                        //9F単位でボス
                        if ((GameController.floor) % 10 == 9)
                        {
                            SceneManager.LoadScene("Scenes/StageBoss1");
                        }
                        else
                        {
                            SceneManager.LoadScene("Scenes/Stage1");
                        }
                        break;

                    //友達召喚
                    case "Friend":
                        //セーブコードからメッシュ抽出
                        GameObject    hits          = hit.collider.gameObject;
                        string        friend_name   = hits.name;
                        string        save_code     = status.friend_dic[friend_name];
                        string[]      savecode_part = save_code.Split('/');
                        GameObject    friend        = Instantiate((GameObject)Resources.Load("Prefab/" + savecode_part[9]), this.transform.position, Quaternion.identity);
                        NPCController controller    = friend.GetComponent <NPCController>();
                        controller.npc_name = friend_name;

                        controller.isfriend = true;

                        //パーティ追加
                        status.friend_NPCs.Add(friend);

                        hits.name = "already";

                        momentControl.text.text = friend_name + ":" + GameController.floor.ToString() + "にいる";

                        DesideAudioPlay(0);

                        //stay
                        status.friend_now.Add(friend_name);
                        status.SaveItem();
                        break;

                    case "Title":
                        status.loadingScene.LoadNextScene("Stage1");
                        DesideAudioPlay(0);
                        break;
                    }
                }


                //フレンド申請
                if (hit.collider.gameObject.name == "FriendRequestButton")
                {
                    //フレンド追加
                    NPCController nPCController = hit.collider.gameObject.GetComponentInParent <NPCController>();
                    if (nPCController.isfriend)
                    {
                        return;
                    }
                    else
                    {
                        status.SaveFriend(nPCController.npc_name, nPCController.saveCode);
                        nPCController.isfriend = true;
                        Destroy(nPCController.gameObject, 0);
                    }
                }

                if (hit.collider.gameObject.name == "GoodByeButton")
                {
                    //フレンド一時的にさよなら
                    NPCController nPCController = hit.collider.gameObject.GetComponentInParent <NPCController>();
                    if (!nPCController.isfriend)
                    {
                        return;
                    }
                    else
                    {
                        nPCController.GoodBye();
                    }
                }


                if (hit.collider.gameObject.name == "DeathButton")
                {
                    //フレンド削除
                    NPCController nPCController = hit.collider.gameObject.GetComponentInParent <NPCController>();
                    if (!nPCController.isfriend)
                    {
                        return;
                    }
                    else
                    {
                        nPCController.Death();
                    }
                }

                //NPCUI展開
                if (hit.collider.gameObject.tag == "NPC")
                {
                    hit.collider.gameObject.GetComponent <UISwitch>().Swtch();
                    DesideAudioPlay(0);
                }
            }
        }

        //左右ボタン 右Positive
        if (Input.GetAxis("Axis 5") > 0)
        {
            switch (skill_mode)
            {
            case SkillMode.Right:
                SkillSubscribe(1);
                break;

            case SkillMode.Left:
                SkillSubscribe(5);
                break;
            }
        }
        else if //左Negative
        (Input.GetAxis("Axis 5") < 0)
        {
            switch (skill_mode)
            {
            case SkillMode.Right:
                SkillSubscribe(3);
                break;

            case SkillMode.Left:
                SkillSubscribe(7);
                break;
            }
        }

        //上下ボタン 下Positive
        if (Input.GetAxis("Axis 6") > 0)
        {
            switch (skill_mode)
            {
            case SkillMode.Right:
                SkillSubscribe(2);
                break;

            case SkillMode.Left:
                SkillSubscribe(6);
                break;
            }
        }
        else if //上Negative
        (Input.GetAxis("Axis 6") < 0)
        {
            switch (skill_mode)
            {
            case SkillMode.Right:
                SkillSubscribe(0);
                break;

            case SkillMode.Left:
                SkillSubscribe(4);
                break;
            }
        }
    }