// Update is called once per frame void Update() { //はじめから、つづきから、EXITの選択 if (select_x_id < 3 && select_x_id >= 0) { if ((Input.GetAxis("Horizontal") < -0.8f)) { buttondown_now = -1; if (buttondown_log != -1) { select_x_id--; SE.aS.PlayOneShot(SE.pi1); if (select_x_id == -1) { select_x_id = 2; } } } else { if ((Input.GetAxis("Horizontal") > 0.8f)) { buttondown_now = 1; if (buttondown_log != 1) { select_x_id++; SE.aS.PlayOneShot(SE.pi1); if (select_x_id == 3) { select_x_id = 0; } } } else { buttondown_now = 0; } } } //難易度の選択 if (select_x_id < 6 && select_x_id >= 3) { if ((Input.GetAxis("Vertical") < -0.8f)) { buttondown_now = -1; if (buttondown_log != -1) { select_x_id++; SE.aS.PlayOneShot(SE.pi1); if (select_x_id == 6) { select_x_id = 5; counter++; if (counter == 100)//100回HARDから下を入力するとでーたが消える { SE.aS.PlayOneShot(SE.exp1); PlayerPrefs.DeleteAll(); } } } } else { if ((Input.GetAxis("Vertical") > 0.8f)) { buttondown_now = 1; if (buttondown_log != 1) { select_x_id--; SE.aS.PlayOneShot(SE.pi1); if (select_x_id == 2) { select_x_id = 3; } } } else { buttondown_now = 0; } } } //決定 if (Input.GetButtonDown("Jump")) { //つづきから if (select_x_id == 1) { if (CheckData()) { SE.aS.PlayOneShot(SE.pi2); select_x_id = 6; GameObject obj = Instantiate(fadeOutfab, new Vector3(0f, 0f, -1.2f), Quaternion.identity); fadeoutcomp = obj.GetComponent <TitleFadeOut>();// flg = 3; } else//セーブデータがないなら { //ぶぶーの音ならす SE.aS.PlayOneShot(SE.bubu); } } //EXIT if (select_x_id == 2) { SE.aS.PlayOneShot(SE.pi2); select_x_id = 6; GameObject obj = Instantiate(fadeOutfab, new Vector3(0f, 0f, -1.2f), Quaternion.identity); fadeoutcomp = obj.GetComponent <TitleFadeOut>();// flg = 2; } //EASY if (select_x_id == 3) { SE.aS.PlayOneShot(SE.pi2); select_x_id = 6; GameObject obj = Instantiate(fadeOutfab, new Vector3(0f, 0f, -1.2f), Quaternion.identity); fadeoutcomp = obj.GetComponent <TitleFadeOut>(); // robj = GameObject.Find("referobj").GetComponent <Referobj>(); // robj.difficulty = 0; flg = 1; } //NORMAL if (select_x_id == 4) { SE.aS.PlayOneShot(SE.pi2); select_x_id = 6; GameObject obj = Instantiate(fadeOutfab, new Vector3(0f, 0f, -1.2f), Quaternion.identity); fadeoutcomp = obj.GetComponent <TitleFadeOut>(); // robj = GameObject.Find("referobj").GetComponent <Referobj>(); // robj.difficulty = 1; flg = 1; } //HARD if (select_x_id == 5) { SE.aS.PlayOneShot(SE.pi2); select_x_id = 6; GameObject obj = Instantiate(fadeOutfab, new Vector3(0f, 0f, -1.2f), Quaternion.identity); fadeoutcomp = obj.GetComponent <TitleFadeOut>(); // robj = GameObject.Find("referobj").GetComponent <Referobj>(); // robj.difficulty = 2; flg = 1; } //はじめから if (select_x_id == 0) { SE.aS.PlayOneShot(SE.pi2); gameobj_easy.SetActive(true); gameobj_norm.SetActive(true); gameobj_hard.SetActive(true); select_x_id = 4; } } //キャンセルボタンの時 if (Input.GetButtonDown("Cancel")) { if (select_x_id < 6 && select_x_id >= 3) { SE.aS.PlayOneShot(SE.pi2); gameobj_easy.SetActive(false); gameobj_norm.SetActive(false); gameobj_hard.SetActive(false); select_x_id = 0; } } //flg = 2のときはEXIT終了 if (flg == 2) { if (fadeoutcomp.cnt > 90) { Application.Quit(); } } //flg = 1のときはシーン終了 if (flg == 1) { if (fadeoutcomp.cnt > 90) { SceneManager.LoadScene("prorogue"); } } //3のときはつづきから if (flg == 3) { if (fadeoutcomp.cnt > 90) { SceneManager.LoadScene("stageselect"); } } buttondown_log = buttondown_now; setpos(); cnt++; }
// Update is called once per frame void Update() { if (flg == 0) { buttondown_now = 0; if ((Input.GetAxis("Horizontal") < -0.8f)) { buttondown_now = 1; if (buttondown_log != 1) { SE.aS.PlayOneShot(SE.pi1); x--; } } if ((Input.GetAxis("Horizontal") > 0.8f)) { buttondown_now = 1; if (buttondown_log != 1) { SE.aS.PlayOneShot(SE.pi1); x++; } } x = (x + num) % num; if ((Input.GetAxis("Vertical") < -0.8f)) { buttondown_now = 1; if (buttondown_log != 1) { SE.aS.PlayOneShot(SE.pi1); y++; } } if ((Input.GetAxis("Vertical") > 0.8f)) { buttondown_now = 1; if (buttondown_log != 1) { SE.aS.PlayOneShot(SE.pi1); y--; } } y = (y + maxstage[activedif[x]]) % maxstage[activedif[x]]; //決定 if (Input.GetButtonDown("Jump")) { SE.aS.PlayOneShot(SE.pi2); GameObject.Find("referobj").GetComponent <Referobj>().nowstage = y + 1;//シーン切り替えで引き継ぐ変数の受け渡し GameObject.Find("referobj").GetComponent <Referobj>().difficulty = activedif[x]; GameObject.Find("referobj").GetComponent <Referobj>().stage_score = stage_score[activedif[x], y]; GameObject obj = Instantiate(fadeOutfab, new Vector3(0f, 0f, -1.2f), Quaternion.identity); fadeoutcomp = obj.GetComponent <TitleFadeOut>();// flg = 1; } //キャンセルボタンの時 if (Input.GetButtonDown("Cancel")) { SE.aS.PlayOneShot(SE.pi2); flg = 2; GameObject obj = Instantiate(fadeOutfab, new Vector3(0f, 0f, -1.2f), Quaternion.identity); fadeoutcomp = obj.GetComponent <TitleFadeOut>();// } buttondown_log = buttondown_now; } else//すでに決定orキャンセルしていたら { //フェードアウト後にステージ変異 if (fadeoutcomp.cnt == 91) { if (flg == 1) { SceneManager.LoadScene("SampleScene"); } if (flg == 2) { SceneManager.LoadScene("TitleScene"); } } } setpos(); cnt++; }