void Start() { _killText.text = ""; _deadText.text = ""; _suicideText.text = ""; _rankingText.text = ""; _resultManager.OnScoreAsObservable .FirstOrDefault(x => x.PlayerId == _myId) .Subscribe(x => { _resultScore = x; }); //各要素の表示命令が来たら表示する _resultManager.OnShowKillScoreAsObservable .Subscribe(_ => _killText.text = string.Format("{0}", _resultScore.KillCount.ToString("+#;-#;0"))); _resultManager.OnShowDeadScoreAsObservable .Subscribe(_ => _deadText.text = string.Format("{0}", _resultScore.DeadCount.ToString("-#;+#;0"))); _resultManager.OnShowSuicideScoreAsObservable .Subscribe(_ => _suicideText.text = string.Format("{0}", _resultScore.SuicideCount.ToString("-#;+#;0"))); //ランキングは自分のタイミングがきたら表示する _resultManager.OnShowRankingAsObservable .FirstOrDefault(x => x == _resultScore.Rank) .Subscribe(_ => { _rankingText.text = string.Format("{0}<size=100>位</size>", _resultScore.Rank); _rankingTextShaker.ShakePosition(30, 10.0f); _rankingTextShaker.ShakeRotation(10, 10.0f); }); }
public PrintViewModel(IEnumerable <ResultScore> scores, string group) : this() { Group = group; int lastposition = 0; int count = 1; ResultScore lastItem = null; int color = 0; foreach (var score in scores.OrderByDescending(s => s.FirstScore).ThenByDescending(s => s.SecondScore).ThenBy(s => s.Player)) { string position; if (score.Compare(lastItem)) { count++; position = string.Empty; } else { lastposition += count; position = lastposition.ToString(); count = 1; } Scores.Add(new PrintViewModelItem(position, score, color % 2 == 0 ? Colors.White : Colors.AliceBlue)); lastItem = score; color++; } }
public bool Cam_MatchingModel() { bool Result; try { if (Cam_ModelType == "灰度匹配") { } } catch (Exception) { Xlabel.Text = "X:" + ResultPosX.ToString("F3"); Ylabel.Text = "Y:" + ResultPosY.ToString("F3"); Alabel.Text = "A:" + ResultAngle.ToString("F3"); Slabel.Text = "S:" + ResultScore.ToString("F3"); Result = false; } //axCkvsModel1.RoiColor = Color.Blue; //axCkvsModel1.RoiLeft = Cam_RoiLeft; //axCkvsModel1.RoiTop = Cam_RoiTop; //axCkvsModel1.RoiRight = Cam_RoiRight; //axCkvsModel1.RoiBottom = Cam_RoiBottom; //axCkvsDisplay1.AddRoi(axCkvsModel1.GetRoi()); //axCkvsModel1.ClearResults(); //ResultPosX = 0; ResultAngle = 0; ResultPosY = 0; ResultScore = 0; //axCkvsModel1.Execute(axCkvsDisplay1.GetImage()); //if (axCkvsModel1.GetMatchCount() > 0) //{ // ResultPosX = axCkvsModel1.GetMatchPositionX(0); // ResultPosY = axCkvsModel1.GetMatchPositionY(0); // ResultAngle = axCkvsModel1.GetMatchAngle(0); // ResultScore = axCkvsModel1.GetMatchScore(0); // Xlabel.Text = "X:" + ResultPosX.ToString("F3"); // Ylabel.Text = "Y:" + ResultPosY.ToString("F3"); // Alabel.Text = "A:" + ResultAngle.ToString("F3"); // Slabel.Text = "S:" + ResultScore.ToString("F3"); // Result = true; //} //else //{ // Xlabel.Text = "X:" + ResultPosX.ToString("F3"); // Ylabel.Text = "Y:" + ResultPosY.ToString("F3"); // Alabel.Text = "A:" + ResultAngle.ToString("F3"); // Slabel.Text = "S:" + ResultScore.ToString("F3"); // Result = false; //} return(false); }
private void OnValidate() { if (_scoreCounter == null) { _scoreCounter = FindObjectOfType <ScoreCounter>(); } if (_player == null) { _player = FindObjectOfType <Player>(); } if (_resultScore == null) { _resultScore = FindObjectOfType <ResultScore>(); } }
// 스코어 표시 중. void UpdateScoreWait() { if (m_resultAnimationIndex >= m_playerIcons.Length) { return; } if (m_resultAnimationIndex == 0) { // 표시 시작. int pCount = m_playerScore.GetComponent <UserScore>().GetCount(SushiType.tamago); int oCount = m_opponentScore.GetComponent <UserScore>().GetCount(SushiType.tamago); m_playerIcons[0].GetComponent <ResultScore>().FadeIn(pCount, pCount * 8); m_opponentIcons[0].GetComponent <ResultScore>().FadeIn(oCount, oCount * 8); m_resultAnimationIndex = 1; return; } //스코어를 표시합니다. ResultScore prs = m_playerIcons[m_resultAnimationIndex - 1].GetComponent <ResultScore>(); ResultScore ors = m_opponentIcons[m_resultAnimationIndex - 1].GetComponent <ResultScore>(); //애니메이션이 끝나면 다음 애니메이션을 재생합니다. if (prs.IsEnd() && ors.IsEnd()) { if (m_resultAnimationIndex >= m_playerIcons.Length) { return; } SushiType[] typeList = { SushiType.tamago, SushiType.ebi, SushiType.ikura, SushiType.toro }; int[] pointList = { 8, 10, 12, 15 }; // 초밥 타입별 득점 정의. SushiType type = typeList[m_resultAnimationIndex]; int point = pointList[m_resultAnimationIndex]; int pCount = m_playerScore.GetComponent <UserScore>().GetCount(type); int oCount = m_opponentScore.GetComponent <UserScore>().GetCount(type); //득점 표시 시작. m_playerIcons[m_resultAnimationIndex].GetComponent <ResultScore>().FadeIn(pCount, pCount * point); m_opponentIcons[m_resultAnimationIndex].GetComponent <ResultScore>().FadeIn(oCount, oCount * point); m_resultAnimationIndex++; } }
private void BindingInitialize() { Binding DifficultyBinding = new Binding("Difficulty") { Source = Host }; DifficultyLabel.SetBinding(Label.ContentProperty, DifficultyBinding); Binding LevelBinding = new Binding("Level") { Source = Host }; LevelLabel.SetBinding(Label.ContentProperty, LevelBinding); Binding ScoreBinding = new Binding("Score") { Source = Host }; ScoreLabel.SetBinding(Label.ContentProperty, ScoreBinding); ResultScore.SetBinding(Label.ContentProperty, ScoreBinding); Binding LevelupProgressBinding = new Binding("LevelupProgress") { Source = Host }; Binding LevelupMaximumBinding = new Binding("LevelupMaximum") { Source = Host }; LevelupProgressBar.SetBinding(ProgressBar.ValueProperty, LevelupProgressBinding); LevelupProgressBar.SetBinding(ProgressBar.MaximumProperty, LevelupMaximumBinding); Binding TotalClearRowsBinding = new Binding("TotalClearRows") { Source = Host }; ResultClearRows.SetBinding(Label.ContentProperty, TotalClearRowsBinding); }
// Update is called once per frame void FixedUpdate() { switch (m_state) { case State.In: //배경 페이드 인. if (m_resultback.GetComponent <Animation>().isPlaying == false) { //서버 클라이언트 아이콘 표시를 ON으로 합니다. GameObject.Find("server_icon").GetComponent <SpriteRenderer>().enabled = true; GameObject.Find("client_icon").GetComponent <SpriteRenderer>().enabled = true; //효과음-카운트업음 재생. GetComponent <AudioSource>().Play(); m_state = State.ScoreWait; } break; case State.ScoreWait: UpdateScoreWait(); //스코어 표시. ResultScore prs = m_playerIcons[3].GetComponent <ResultScore>(); ResultScore ors = m_opponentIcons[3].GetComponent <ResultScore>(); if (prs.IsEnd() && ors.IsEnd()) { //표시를 마치고 합계 득점을 표시합니다. m_resultPlayer.GetComponent <Number>().SetNum(GetResultScore(m_playerScore)); m_resultOpponent.GetComponent <Number>().SetNum(GetResultScore(m_opponentScore)); m_resultPlayer.GetComponent <Animation>().Play("ResultScore"); m_resultOpponent.GetComponent <Animation>().Play("ResultScore"); //SE. m_resultPlayer.GetComponent <AudioSource>().PlayDelayed(0.75f); GetComponent <AudioSource>().Stop(); //카운트업 효과음 정지. m_state = State.TotalScore; } break; case State.TotalScore: //합계 득점 표시 대기. Animation pAnim = m_resultPlayer.GetComponent <Animation>(); Animation oAnim = m_resultOpponent.GetComponent <Animation>(); if (pAnim.isPlaying == false && oAnim.isPlaying == false) { m_state = State.WinLose; } break; case State.WinLose: if (m_winlose == null) { //win/lose 표시 시작. if (GetResultScore(m_playerScore) < GetResultScore(m_opponentScore)) { m_winlose = Instantiate(m_losePrefab) as GameObject; //패배. } else { m_winlose = Instantiate(m_winPrefab) as GameObject; //승리. } m_winlose.name = "winlose"; return; } if (m_winlose.GetComponent <Animation>().isPlaying == false) { Destroy(m_winlose); m_state = State.End; } break; case State.End: break; } }
private void Awake() { Instance = this; }
public PrintViewModelItem(string position, ResultScore score, Color background) { Place = position; this.score = score; Background = background; }
public List <string> Cam_GetImageInfo() { string CurCamPix = ""; List <string> ArrayCamPix = new List <string>(); CurCamPix = ResultPosX.ToString("F3") + "," + ResultPosY.ToString("F3") + "," + ResultAngle.ToString("F3") + "," + ResultScore.ToString("F3"); ArrayCamPix.Add(CurCamPix + "."); return(ArrayCamPix); }