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"); } }
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; } } } }
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"); } }
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); } }
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"); } } }
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"); } }
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; } } }