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