new void Awake() { base.Awake(); myTransform = transform; queryAnimationController = GetComponent <QueryAnimationController> (); defaultPosition = myTransform.localPosition; defaultQuaternion = myTransform.localRotation; myCollider = GetComponent <CapsuleCollider> (); }
new void Awake() { base.Awake(); isTurning = false; myTransform = transform; queryAnimationController = GetComponent <QueryAnimationController> (); defaultPosition = myTransform.localPosition; defaultQuaternion = myTransform.localRotation; }
// Use this for initialization void Start() { obj = GameObject.Find("Query-Chan"); qAnime = obj.GetComponent <QueryAnimationController>(); straight = new Straight(obj, qAnime); wait = new Wait(obj, qAnime); smallSlalom = new SmallSlalom(obj, qAnime); damage = new Damage(obj, qAnime); disappo = new Disappo(obj, qAnime); turnRight = new TurnRight(obj, qAnime); turnLeft = new TurnLeft(obj, qAnime); attack = new Attack(obj, qAnime); moveState = MoveState.SMALL_SLALOM; line = obj.GetComponent <Line> (); }
// Update is called once per frame void Update() { // 座標を移動等させる時、値を一度格納し // それを代入しなおす形にしないとエラーをはかれる 謎 // キー入力のテスト PCでも動作させるため if (Input.GetKey(KeyCode.RightArrow)) { //temp.x += 0.3f; } if (Input.GetKey(KeyCode.LeftArrow)) { //temp.x -= 0.3f; } // タッチパネル入力テスト /** * -memo- * * Began タッチの開始 * Ended タッチの終了 * Moved 移動中 * Stationary タッチが継続中の場合(非移動中) * Canceled タッチがキャンセルになった場合 */ /** * if (Input.touchCount > 0) { * // パネルが1つ以上タッチされている * if(Input.GetTouch (0).phase == TouchPhase.Began) { * if(Screen.width / 5 > Input.GetTouch (0).position.x) { * temp.x += 0.3f; * } * else { * temp.x -= 0.3f; * } * } * * if(Input.GetTouch (0).phase == TouchPhase.Moved || Input.GetTouch (0).phase == TouchPhase.Stationary) { || if(Screen.width / 2 < Input.GetTouch (0).position.x) { || temp.x += 0.3f; || } || else { || temp.x -= 0.3f; || } || } || || if(Input.GetTouch (0).phase == TouchPhase.Ended) { || || } ||} || ||// 入力に応じて移動 ||bar.transform.position = temp; */ /*if (Input.touchCount > 0) { * if(Input.GetTouch(0).phase == TouchPhase.Began) { * Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position); * RaycastHit hit; * * if(background.collider.Raycast (ray, out hit, 1000)) {*/ if (count <= 0) { count = 80; GameObject obj; Circle script; Animator animator; Vector3 pos = new Vector3(player.transform.position.x, 0.1f, player.transform.position.z); // プレハブを複製 //obj = Instantiate (circleSign, pos, Quaternion.identity) as GameObject; //obj.renderer.enabled = true; // プレハブに設定されているスクリプトを取得 script = circleSign.GetComponent <Circle> (); script.create(pos, Circle.SPARK); } else { count--; } /*} * } * }*/ if (Input.GetKey(KeyCode.Q)) { QueryAnimationController script = query.GetComponent <QueryAnimationController>(); script.ChangeAnimation(QueryAnimationController.QueryChanAnimationType.FLY_IDLE); } if (Input.GetKey(KeyCode.W)) { QueryAnimationController script = query.GetComponent <QueryAnimationController>(); script.ChangeAnimation(QueryAnimationController.QueryChanAnimationType.FLY_STRAIGHT); } if (Input.GetKey(KeyCode.E)) { QueryAnimationController script = query.GetComponent <QueryAnimationController>(); script.ChangeAnimation(QueryAnimationController.QueryChanAnimationType.FLY_ITEMGET_LOOP); } // タッチ座標にサインの表示 /*if (Input.touchCount > 0) { * if (Input.GetTouch (0).phase == TouchPhase.Began) { * circleSign.renderer.enabled = true; * //Instantiate (circleSign, Input.GetTouch (0).position, Quaternion.identity); * Instantiate (circleSign, new Vector3(0, 0, 0), Quaternion.identity); * circleSign.renderer.enabled = false; * } */ }
void ChangeAnimation (QueryAnimationController.QueryChanAnimationType animNumber) { queryChan.GetComponent<QueryAnimationController>().ChangeAnimation(animNumber); }
public void ChangeAnimation(QueryAnimationController.QueryChanAnimationType aniType) { }
//public float speed; public TurnRight(GameObject gobj, QueryAnimationController anime) { obj = gobj; qAnime = anime; }
public Disappo(GameObject gobj, QueryAnimationController anime) { obj = gobj; qAnime = anime; }
//public float speed; public SmallSlalom(GameObject gobj, QueryAnimationController anime) { obj = gobj; qAnime = anime; }
//public float speed; public Attack(GameObject gobj, QueryAnimationController anime) { obj = gobj; qAnime = anime; }