示例#1
0
    // Use this for initialization
    void Start()
    {
        //Get and store a reference to the Rigidbody2D component so that we can access it.
        rb2d = GetComponent <Rigidbody2D>();

        //Scene内のスクリプト、GameManagerを取得
        gamemanager  = GameObject.Find("GameManager").GetComponent <GameManager>();
        Save         = GameObject.FindGameObjectWithTag("Save");
        SC           = Save.GetComponent <Sound_Controller>();
        audio_source = GetComponents <AudioSource>();

        text_e      = Canvas_E.GetComponentInChildren <Text>();
        text_e.text = "";//消しとく

        //マシン性能の設定
        Machine_Parameter MP = Save.GetComponent <Machine_Parameter>();

        acceleration = MP.acceleration;
        limmit_speed = MP.limmit_speed;
        mass         = MP.mass;
        power        = MP.power;
        friction     = MP.friction;
        dash         = MP.dash;
        //ここで見た目(sprite)を変える

        //SE
        audio_source[1].Pause();

        //Androidで傾きを使う
        Input.gyro.enabled = true;
    }
示例#2
0
    IEnumerator EndCity()
    {
        //暗くしてたら戻る
        if (TextBackGround.activeInHierarchy)
        {
            yield break;
        }

        Variable.playstate = Utility.PlayState.isPause;

        TextBackGround.SetActive(true);
        TextUtility.SetText(TextUtility.TextName.win, "timeup!");
        SC.TimeUpSE();

        //ここでランダムでコロシアムを選ぶ
        int colosseumnum = Random.Range(2, 11);

        switch (colosseumnum)
        {
        case 6:
        case 7:
            colosseumnum = 5;
            break;

        case 9:
        case 10:
            colosseumnum = 8;
            break;

        default:
            break;
        }
        PlayerPara.start_position = new Vector2(0, colosseumnum * 100);

        //コロシアムを管理するとこに送って場所を指定
        CommonValue.limit_time = 300;

        //パラメタ受け渡し(あとで何とか)
        Machine_Parameter MP = Save.GetComponent <Machine_Parameter>();
        Player            P  = Player.GetComponent <Player>();

        MP.acceleration = P.acceleration;
        MP.limmit_speed = P.limmit_speed;
        MP.mass         = P.mass;
        MP.power        = P.power;
        MP.friction     = P.friction;

        yield return(new WaitForSeconds(3));//タイムアップを見せる

        ST.SceneSet("Main");

        yield return(new WaitForSeconds(ST.Fade_time));//とりあえずフェードタイムに合わせる

        Variable.playstate = Utility.PlayState.isPaly;
        Utility.isCity     = false;
        TextBackGround.SetActive(false);
    }
示例#3
0
    //戻す
    public void Reset()
    {
        Machine_Parameter MP = Save.GetComponent <Machine_Parameter>();

        MP.acceleration        = 5;
        MP.limmit_speed        = 25;
        MP.mass                = 1;
        MP.power               = 1;
        MP.friction            = 2;
        CommonValue.limit_time = 30;
        Utility.isCity         = true;

        SC.ButtonSE();
        ST.SceneSet("Home");
    }