示例#1
0
    /// <summary>
    /// もし上限を超えていたり、下限を下回っていたら直す
    /// </summary>
    void LimitCheck()
    {
        if (FeverScore > MaxFeverScore && ModeManager.IsGameMode)
        {
            NumTimes++;
            MaxFeverScore *= 2;
            FeverScore     = MaxFeverScore;

            Data.Write(new FeverData(NumTimes, 0, MaxFeverScore));
            TreeChange.NextChange();

            IncreaseScore = 0;
            Sound.Stop();
            ModeManager.ChangeFerverMode();
            UIEnabled.Unavailable();
            Ferver();
        }

        if (ModeManager.IsFerverMode)
        {
            Count += Time.deltaTime;
            if (FeverScore <= MinFeverScore || Count >= FeverTime)
            {
                iTween.Stop(gameObject);

                Count      = 0;
                FeverScore = MinFeverScore;
                ModeManager.ChangeGameMode();
                Sound.Stop();
                UIEnabled.Enabled();
            }
        }
    }
示例#2
0
 /// <summary>
 /// UIを隠す
 /// </summary>
 void HideUI()
 {
     UIEnabled.Unavailable();
     foreach (var obj in HideGameObjects)
     {
         obj.SetActive(false);
     }
 }
示例#3
0
    /// <summary>
    /// イベントの終了時の処理はここに記述してください
    /// </summary>
    protected virtual void Finish()
    {
        EventMngr = FindObjectOfType <EventManager>();
        EventMngr.EventInformation.NowPlaying = false;

        UIEnabled.Enabled();
        EventMngr.Finish();
        Destroy(this.gameObject);
    }
示例#4
0
    /// <summary>
    /// 終了処理
    /// </summary>
    public void Finish()
    {
        UIEnabled.Enabled();

        foreach (var obj in HideGameObjects)
        {
            obj.SetActive(true);
        }

        ModeManager.ChangeGameMode();
    }
示例#5
0
 // Use this for initialization
 void Start()
 {
     FeverMngr = GameObject.FindObjectOfType <FeverManager>();
     UIEnabled.Unavailable();
     InstantiatedNumber = 0;
 }
示例#6
0
 /// <summary>
 /// 終了時の処理
 /// </summary>
 protected override void Finish()
 {
     base.Finish();
     UIEnabled.Unavailable();
 }