猫跳窗户 学习

 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 /// <summary>
 5 /// 镜头控制
 6 /// </summary>
 7 public class CameraControl : MonoBehaviour {
 8     
 9     /// <summary>
10     /// 玩家
11     /// </summary>
12     private GameObject player = null;
13     /// <summary>
14     /// 玩家到相机的偏移
15     /// </summary>
16     public Vector3 offset;
17     /// <summary>
18     /// 玩家到相机的y轴偏移
19     /// </summary>
20     public Vector3    interest;
21     /// <summary>
22     /// 玩家的前一个位置
23     /// </summary>
24     public Vector3    player_position_prev;
25 
26     void Start () {
27          
28         //获取玩家
29         this.player = GameObject.FindGameObjectWithTag("NekoPlayer");
30         //计算玩家到相机的偏移
31         this.offset = this.transform.position - this.player.transform.position;
32         //计算玩家到相机的y轴偏移
33         this.interest = new Vector3(0.0f, this.transform.position.y - this.player.transform.position.y, 0.0f);
34         //玩家的前一个位置未玩家的初始位置
35         this.player_position_prev = this.player.transform.position;
36     }
37     
38     void    Update () {
39         //让相机跟随玩家
40         this.transform.position = new Vector3(player.transform.position.x + this.offset.x, player.transform.position.y + this.offset.y, player.transform.position.z + this.offset.z);
41     }
42 }
CameraControl
 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 /// <summary>
 5 /// 特效
 6 /// </summary>
 7 public class Effect:MonoBehaviour {
 8 
 9     void Update() {
10         //特效不在播放状态,删除特效物体
11         if(!this.GetComponentInChildren<ParticleSystem>().isPlaying) {
12             Destroy(this.gameObject);
13         }
14     }
15 }
Effect
 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 /// <summary>
 5 /// 特效控制
 6 /// </summary>
 7 public class EffectControl:MonoBehaviour {
 8 
 9     /// <summary>
10     /// 通过木窗特效
11     /// </summary>
12     public GameObject eff_break = null;
13     /// <summary>
14     /// Miss木窗特效
15     /// </summary>
16     public GameObject eff_miss = null;
17     /// <summary>
18     /// 摄像机
19     /// </summary>
20     public GameObject game_camera = null;
21 
22     void Start() {
23         //获取相机引用
24         this.game_camera = GameObject.FindGameObjectWithTag("MainCamera");
25     }
26 
27     void Update() {
28 
29     }
30 
31     /// <summary>
32     /// 创建通过木窗特效
33     /// </summary>
34     public void createBreakEffect(SyoujiPaperControl paper,NekoControl neko) {
35         GameObject go = Instantiate(this.eff_break) as GameObject;
36         go.AddComponent<Effect>();
37         Vector3 position = paper.transform.position;
38         position.x = neko.transform.position.x;
39         position.y = neko.transform.position.y;
40         position.y += 0.3f;
41         go.transform.position = position;
42         go.transform.parent = this.game_camera.transform;
43     }
44 
45     /// <summary>
46     /// 创建Miss特效
47     /// </summary>
48     public void createMissEffect(NekoControl neko) {
49         GameObject go = Instantiate(this.eff_miss) as GameObject;
50         go.AddComponent<Effect>();
51         Vector3 position = neko.transform.position;
52         position.y += 0.3f;
53         position.z -= 0.2f;
54         go.transform.position = position;
55     }
56 }
EffectControl
  1 using UnityEngine;
  2 using System.Collections;
  3 
  4 /// <summary>
  5 /// 控制单间房间(窗户的关闭等)
  6 /// </summary>
  7 public class FloorControl:MonoBehaviour {
  8 
  9     /// <summary>
 10     /// 状态
 11     /// </summary>
 12     public enum STEP {
 13         /// <summary>
 14         /// 默认
 15         /// </summary>
 16         NONE = -1,
 17         /// <summary>
 18         /// 关闭
 19         /// </summary>
 20         CLOSE = 0,
 21         /// <summary>
 22         /// 打开
 23         /// </summary>
 24         OPEN,
 25         /// <summary>
 26         /// 打开中
 27         /// </summary>
 28         TO_OPEN,
 29         /// <summary>
 30         /// 关闭
 31         /// </summary>
 32         CLOSE_SHOJI,
 33         /// <summary>
 34         /// 关闭中
 35         /// </summary>
 36         TO_CLOSE_SHOJI,
 37         /// <summary>
 38         /// 最大值
 39         /// </summary>
 40         NUM,
 41     };
 42 
 43     /// <summary>
 44     /// 当前状态
 45     /// </summary>
 46     public STEP step = STEP.NONE;
 47     /// <summary>
 48     /// 下一个状态
 49     /// </summary>
 50     public STEP next_step = STEP.NONE;
 51     /// <summary>
 52     /// 状态计时
 53     /// </summary>
 54     public float step_timer = 0.0f;
 55     /// <summary>
 56     /// 上一个状态计时器
 57     /// </summary>
 58     public float step_timer_prev = 0.0f;
 59 
 60 
 61     /// <summary>
 62     /// 木窗预设
 63     /// </summary>
 64     public GameObject shojiPrefab = null;
 65     /// <summary>
 66     /// 门预设
 67     /// </summary>
 68     public GameObject fusumaPrefab = null;
 69 
 70     /// <summary>
 71     /// 门,木窗的z坐标
 72     /// </summary>
 73     public static float SHUTTER_POSITION_Z = 15.0f;
 74     /// <summary>
 75     /// 开启状态下 门,木窗的x坐标
 76     /// </summary> 
 77     public static float SHUTTER_POSITION_OPEN_X = 4.1f;
 78     /// <summary>
 79     /// 关闭状态下 门,木窗的x坐标
 80     /// </summary> 
 81     public static float SHUTTER_POSITION_CLOSE_X = 1.35f;
 82 
 83     /// <summary>
 84     /// 门数量
 85     /// </summary>
 86     public static int FUSUMA_NUM = 2;
 87     /// <summary>
 88     /// 木窗数量
 89     /// </summary>
 90     public static int SHOJI_NUM = 1;
 91 
 92     /// <summary>
 93     /// 94     /// </summary>
 95     private GameObject[] fusuma_objects;
 96     /// <summary>
 97     /// 木窗
 98     /// </summary>
 99     private ShojiControl shoji_object = null;
100 
101 
102     /// <summary>
103     /// 关门模式类型
104     /// </summary>
105     public enum CLOSING_PATTERN_TYPE {
106         /// <summary>
107         /// 默认
108         /// </summary>
109         NONE = -1,
110         /// <summary>
111         /// 普通
112         /// </summary>
113         NORMAL = 0,         
114         /// <summary>
115         /// 从右边的出现,向左停了
116         /// </summary>
117         OVERSHOOT,          
118         /// <summary>
119         /// 第一次出现第二次出现
120         /// </summary>
121         SECONDTIME,         
122         /// <summary>
123         /// 从左边拉窗和麸皮同时
124         /// </summary>
125         ARCODION,           
126         /// <summary>
127         /// 从左边藏嘛,有点晚了,从右隔扇
128         /// </summary>
129         DELAY,             
130         /// <summary>
131         /// 从上面落下拉窗
132         /// </summary>
133         FALLDOWN,           
134         /// <summary>
135         /// 麸皮2张(张)后,右边来就拉着拉窗拉
136         /// </summary>
137         FLIP,               
138         /// <summary>
139         /// 慢慢地
140         /// </summary>
141         SLOW,              
142         /// <summary>
143         /// 从左边藏嘛,超市晚从右隔扇
144         /// </summary>
145         SUPER_DELAY,       
146         /// <summary>
147         /// 上限
148         /// </summary>
149         NUM,
150     };
151 
152     /// <summary>
153     /// 关门模式类型
154     /// </summary>
155     public CLOSING_PATTERN_TYPE closing_pattern_type = CLOSING_PATTERN_TYPE.NORMAL;
156     /// <summary>
157     /// 
158     /// </summary>
159     public bool is_flip_closing = false;                                // 登場パターンを左右反転する?.
160 
161     /// <summary>
162     /// 关门模式
163     /// </summary>
164     public struct ClosingPattern {
165 
166         public float total_time;                    // トータルの時間.
167         public int fusuma_num;                  // ふすまの数.
168 
169         // 毎フレーム更新.
170 
171         public float[] fusuma_x;                    // 各ふすまのX座標(毎フレーム更新).
172         public float shoji_x;                   // 障子のX座標(毎フレーム更新).
173         public float shoji_y;
174         public float shoji_z_offset;                // 障子のZ座標のオフセット(毎フレーム更新).
175 
176         public float[] fusuma_rot_x;                // 各ふすまのX座標(毎フレーム更新).
177         public float shoji_rot_x;               // 障子のX座標(毎フレーム更新).
178 
179         public bool is_play_close_sound;        // 障子が閉まっているときの SE を鳴らす.
180         public bool is_play_close_end_sound;    // 障子が閉まりきったときの SE を鳴らす.
181 
182         public float se_volume;
183         public float se_pitch;                  // SE のピッチ.
184 
185         public float previous_distance;         // 前のフレームでの、RoomControl.getDistanceNekoToShutter()
186         public float local_timer;
187 
188         public ClosingPatternParam param;           // 汎用パラメーター
189     };
190 
191     /// <summary>
192     /// 关门模式参数
193     /// </summary>
194     public struct ClosingPatternParam {
195 
196         public float as_float;
197         public bool as_bool;
198     }
199 
200     /// <summary>
201     /// 关门模式参数
202     /// </summary>
203     public ClosingPattern closing_pattern;
204 
205     /// <summary>
206     /// 关闭声音
207     /// </summary>
208     public AudioClip CLOSE_SOUND = null;
209     /// <summary>
210     /// 关闭结束声音
211     /// </summary>
212     public AudioClip CLOSE_END_SOUND = null;
213 
214     // ---------------------------------------------------------------- //
215 
216     void Start() {
217         //创建门
218         this.fusuma_objects = new GameObject[FUSUMA_NUM];
219         for(int i = 0;i < FUSUMA_NUM;i++) {
220             this.fusuma_objects[i] = Instantiate(this.fusumaPrefab) as GameObject;
221             this.fusuma_objects[i].transform.parent = this.gameObject.transform;
222             this.fusuma_objects[i].transform.localPosition = new Vector3(SHUTTER_POSITION_OPEN_X,0.0f,SHUTTER_POSITION_Z);
223         }
224 
225         this.closing_pattern_type = CLOSING_PATTERN_TYPE.NORMAL;
226     }
227 
228     void Update() {
229         this.step_timer_prev = this.step_timer;
230         this.step_timer += Time.deltaTime;
231 
232         //打开中状态持续时间
233         const float to_open_time = 0.5f;
234 
235         if(this.next_step == STEP.NONE) {
236             switch(this.step) {
237             case STEP.TO_OPEN: {
238                     if(this.step_timer > to_open_time) {
239                         this.next_step = STEP.OPEN;
240                     }
241                 }
242                 break;
243             case STEP.TO_CLOSE_SHOJI: {
244                     if(this.step_timer > this.closing_pattern.total_time + Time.deltaTime) {
245                         this.next_step = STEP.CLOSE_SHOJI;
246                     }
247                 }
248                 break;
249             }
250         }
251 
252         //处理下一个状态
253         if(this.next_step != STEP.NONE) {
254 
255             switch(this.next_step) {
256 
257             case STEP.CLOSE: {
258                     this.reset_shutters();
259 
260                     this.fusuma_objects[0].SetActive(true);
261                     this.fusuma_objects[1].SetActive(true);
262 
263                     this.fusuma_objects[0].GetComponent<ShutterControl>().setX(-SHUTTER_POSITION_CLOSE_X);
264                     this.fusuma_objects[1].GetComponent<ShutterControl>().setX(SHUTTER_POSITION_CLOSE_X);
265                 }
266                 break;
267 
268             case STEP.OPEN: {
269                     this.reset_shutters();
270 
271                     this.fusuma_objects[0].SetActive(true);
272                     this.fusuma_objects[1].SetActive(true);
273 
274                     this.fusuma_objects[0].GetComponent<ShutterControl>().setX(-SHUTTER_POSITION_OPEN_X);
275                     this.fusuma_objects[1].GetComponent<ShutterControl>().setX(SHUTTER_POSITION_OPEN_X);
276                 }
277                 break;
278 
279             case STEP.TO_CLOSE_SHOJI: {
280                     this.closing_pattern_init();
281                 }
282                 break;
283 
284             case STEP.CLOSE_SHOJI: {
285                 }
286                 break;
287             }
288 
289             this.step = this.next_step;
290             this.next_step = STEP.NONE;
291 
292             this.step_timer_prev = -Time.deltaTime;
293             this.step_timer = 0.0f;
294         }
295 
296         //处理当前状态
297         switch(this.step) {
298         //打开门
299         case STEP.TO_OPEN: {
300                 float rate;
301                 float x;
302 
303                 rate = Mathf.Clamp01(this.step_timer / to_open_time);
304                 rate = Mathf.Sin(Mathf.Lerp(0.0f,Mathf.PI / 2.0f,rate));
305 
306                 x = Mathf.Lerp(SHUTTER_POSITION_CLOSE_X,SHUTTER_POSITION_OPEN_X,rate);
307 
308                 this.fusuma_objects[0].GetComponent<ShutterControl>().setX(x);
309 
310                 x = Mathf.Lerp(-SHUTTER_POSITION_CLOSE_X,-SHUTTER_POSITION_OPEN_X,rate);
311 
312                 this.fusuma_objects[1].GetComponent<ShutterControl>().setX(x);
313             }
314             break;
315 
316         case STEP.TO_CLOSE_SHOJI: {
317                 this.closing_pattern_execute();
318             }
319             break;
320 
321         }
322 
323         // ---------------------------------------------------------------- //
324     }
325 
326     /// <summary>
327     /// 重置门
328     /// </summary>
329     private void reset_shutters() {
330         for(int i = 0;i < this.fusuma_objects.Length;i++) {
331             this.fusuma_objects[i].SetActive(false);
332         }
333     }
334 
335     /// <summary>
336     /// 关门模式初始化
337     /// </summary>
338     private void closing_pattern_init() {
339         switch(this.closing_pattern_type) {
340 
341         case CLOSING_PATTERN_TYPE.NORMAL: {
342                 this.closing_pattern.fusuma_num = 1;
343                 this.closing_pattern.total_time = 0.5f;
344             }
345             break;
346 
347         case CLOSING_PATTERN_TYPE.OVERSHOOT: {
348                 this.closing_pattern.fusuma_num = 2;
349                 this.closing_pattern.total_time = 1.0f;
350             }
351             break;
352 
353         case CLOSING_PATTERN_TYPE.SECONDTIME: {
354                 this.closing_pattern.fusuma_num = 2;
355                 this.closing_pattern.total_time = 1.0f;
356             }
357             break;
358 
359         case CLOSING_PATTERN_TYPE.ARCODION: {
360                 this.closing_pattern.fusuma_num = 1;
361                 this.closing_pattern.total_time = 0.5f;
362             }
363             break;
364 
365         case CLOSING_PATTERN_TYPE.DELAY: {
366                 this.closing_pattern.fusuma_num = 1;
367                 this.closing_pattern.total_time = 0.8f;
368             }
369             break;
370 
371         case CLOSING_PATTERN_TYPE.FALLDOWN: {
372                 this.closing_pattern.fusuma_num = 2;
373                 this.closing_pattern.total_time = 1.0f;
374             }
375             break;
376 
377         case CLOSING_PATTERN_TYPE.FLIP: {
378                 this.closing_pattern.fusuma_num = 2;
379                 this.closing_pattern.total_time = 1.0f;
380             }
381             break;
382 
383         case CLOSING_PATTERN_TYPE.SLOW: {
384                 this.closing_pattern.fusuma_num = 2;
385                 //this.closing_pattern.total_time = 2.0f;
386                 this.closing_pattern.total_time = this.closing_pattern.param.as_float;
387             }
388             break;
389 
390         case CLOSING_PATTERN_TYPE.SUPER_DELAY: {
391                 this.closing_pattern.fusuma_num = 1;
392                 this.closing_pattern.total_time = 2.5f;
393 
394             }
395             break;
396         }
397 
398         this.closing_pattern.fusuma_x = new float[this.closing_pattern.fusuma_num];
399         this.closing_pattern.fusuma_rot_x = new float[this.closing_pattern.fusuma_num];
400 
401         //
402 
403         this.reset_shutters();
404 
405         for(int i = 0;i < this.closing_pattern.fusuma_num;i++) {
406 
407             this.fusuma_objects[i].SetActive(true);
408 
409             this.closing_pattern.fusuma_x[i] = -SHUTTER_POSITION_OPEN_X;
410 
411             this.closing_pattern.fusuma_rot_x[i] = 0.0f;
412         }
413 
414         this.closing_pattern.shoji_x = SHUTTER_POSITION_OPEN_X;
415 
416         this.closing_pattern.shoji_rot_x = 0.0f;
417 
418         // 左側にあるふすまを左右反転する.
419         //
420 
421         Vector3 scale = new Vector3(-1.0f,1.0f,1.0f);
422 
423         if(this.is_flip_closing) {
424 
425             scale.x *= -1.0f;
426         }
427 
428         this.fusuma_objects[0].transform.localScale = scale;
429 
430         scale.x *= -1.0f;
431 
432         for(int i = 1;i < this.closing_pattern.fusuma_num;i++) {
433 
434             this.fusuma_objects[i].transform.localScale = scale;
435         }
436 
437     }
438 
439     // ステップタイマーが time をまたいだ?.
440     private bool is_step_timer_reach(float time) {
441         bool ret = false;
442 
443         if(this.step_timer_prev < time && time <= this.step_timer) {
444 
445             ret = true;
446         }
447 
448         return (ret);
449     }
450 
451     // 登場パターンの実行.
452     private void closing_pattern_execute() {
453         float rate;
454 
455         // 「毎フレーム更新する値」を初期化しておく.
456 
457         for(int i = 0;i < this.closing_pattern.fusuma_num;i++) {
458 
459             this.closing_pattern.fusuma_x[i] = SHUTTER_POSITION_OPEN_X;
460             this.closing_pattern.fusuma_rot_x[i] = 0.0f;
461         }
462 
463         this.closing_pattern.shoji_x = SHUTTER_POSITION_OPEN_X;
464         this.closing_pattern.shoji_y = 0.0f;
465         this.closing_pattern.shoji_z_offset = 0.0f;
466         this.closing_pattern.shoji_rot_x = 0.0f;
467 
468         this.closing_pattern.is_play_close_sound = false;
469         this.closing_pattern.is_play_close_end_sound = false;
470 
471         this.closing_pattern.se_volume = 1.0f;
472         this.closing_pattern.se_pitch = 1.0f;
473 
474         // 現在の位置、回転等を更新する.
475 
476         switch(this.closing_pattern_type) {
477 
478         case CLOSING_PATTERN_TYPE.NORMAL: {
479                 rate = Mathf.Clamp01(this.step_timer / this.closing_pattern.total_time);
480                 rate = Mathf.Sin(Mathf.Lerp(0.0f,Mathf.PI / 2.0f,rate));
481 
482                 this.closing_pattern.shoji_x = Mathf.Lerp(SHUTTER_POSITION_OPEN_X,SHUTTER_POSITION_CLOSE_X,rate);
483 
484                 this.closing_pattern.fusuma_x[0] = Mathf.Lerp(-SHUTTER_POSITION_OPEN_X,-SHUTTER_POSITION_CLOSE_X,rate);
485 
486                 if(this.is_step_timer_reach(0.0f)) {
487 
488                     this.closing_pattern.is_play_close_sound = true;
489                 }
490                 if(this.is_step_timer_reach(this.closing_pattern.total_time)) {
491 
492                     this.closing_pattern.is_play_close_end_sound = true;
493                 }
494             }
495             break;
496 
497         case CLOSING_PATTERN_TYPE.OVERSHOOT: {
498                 rate = Mathf.Clamp01(this.step_timer / this.closing_pattern.total_time);
499                 rate = Mathf.Sin(Mathf.Lerp(0.0f,Mathf.PI / 2.0f,rate));
500 
501                 this.closing_pattern.shoji_x = Mathf.Lerp(SHUTTER_POSITION_OPEN_X,-SHUTTER_POSITION_CLOSE_X,rate);
502 
503                 if(rate < 0.5f) {
504 
505                     rate = Mathf.InverseLerp(0.0f,0.5f,rate);
506 
507                     this.closing_pattern.fusuma_x[0] = Mathf.Lerp(-SHUTTER_POSITION_OPEN_X,-SHUTTER_POSITION_CLOSE_X,rate);
508 
509                 } else {
510 
511                     rate = Mathf.InverseLerp(0.5f,1.0f,rate);
512 
513                     this.closing_pattern.fusuma_x[0] = Mathf.Lerp(-SHUTTER_POSITION_CLOSE_X,-SHUTTER_POSITION_OPEN_X,rate);
514 
515                     this.closing_pattern.fusuma_x[1] = Mathf.Lerp(SHUTTER_POSITION_OPEN_X,SHUTTER_POSITION_CLOSE_X,rate);
516                 }
517 
518                 if(this.is_step_timer_reach(0.0f)) {
519 
520                     this.closing_pattern.is_play_close_sound = true;
521                 }
522                 if(this.is_step_timer_reach(this.closing_pattern.total_time * Mathf.Asin(0.5f) / (Mathf.PI / 2.0f))) {
523 
524                     this.closing_pattern.is_play_close_end_sound = true;
525                 }
526             }
527             break;
528 
529         case CLOSING_PATTERN_TYPE.SECONDTIME: {
530                 rate = Mathf.Clamp01(this.step_timer / this.closing_pattern.total_time);
531                 rate = Mathf.Sin(Mathf.Lerp(0.0f,Mathf.PI / 2.0f,rate));
532 
533                 this.closing_pattern.fusuma_x[1] = Mathf.Lerp(SHUTTER_POSITION_OPEN_X,-SHUTTER_POSITION_CLOSE_X,rate);
534 
535                 if(rate < 0.5f) {
536 
537                     rate = Mathf.InverseLerp(0.0f,0.5f,rate);
538 
539                     this.closing_pattern.fusuma_x[0] = Mathf.Lerp(-SHUTTER_POSITION_OPEN_X,-SHUTTER_POSITION_CLOSE_X,rate);
540 
541                 } else {
542 
543                     rate = Mathf.InverseLerp(0.5f,1.0f,rate);
544 
545                     this.closing_pattern.fusuma_x[0] = Mathf.Lerp(-SHUTTER_POSITION_CLOSE_X,-SHUTTER_POSITION_OPEN_X,rate);
546 
547                     this.closing_pattern.shoji_x = Mathf.Lerp(SHUTTER_POSITION_OPEN_X,SHUTTER_POSITION_CLOSE_X,rate);
548                 }
549 
550                 if(this.is_step_timer_reach(0.0f)) {
551 
552                     this.closing_pattern.is_play_close_sound = true;
553                 }
554                 if(this.is_step_timer_reach(this.closing_pattern.total_time * Mathf.Asin(0.5f) / (Mathf.PI / 2.0f))) {
555 
556                     this.closing_pattern.is_play_close_end_sound = true;
557                 }
558             }
559             break;
560 
561         case CLOSING_PATTERN_TYPE.ARCODION: {
562                 rate = Mathf.Clamp01(this.step_timer / this.closing_pattern.total_time);
563                 rate = Mathf.Sin(Mathf.Lerp(0.0f,Mathf.PI / 2.0f,rate));
564 
565                 this.closing_pattern.shoji_x = Mathf.Lerp(-SHUTTER_POSITION_OPEN_X,SHUTTER_POSITION_CLOSE_X,rate);
566                 this.closing_pattern.shoji_z_offset = 0.01f;
567 
568                 this.closing_pattern.fusuma_x[0] = Mathf.Lerp(-SHUTTER_POSITION_OPEN_X,-SHUTTER_POSITION_CLOSE_X,rate);
569 
570                 if(this.is_step_timer_reach(0.0f)) {
571 
572                     this.closing_pattern.is_play_close_sound = true;
573                 }
574                 if(this.is_step_timer_reach(this.closing_pattern.total_time)) {
575 
576                     this.closing_pattern.is_play_close_end_sound = true;
577                 }
578             }
579             break;
580 
581         case CLOSING_PATTERN_TYPE.DELAY: {
582                 rate = Mathf.Clamp01(this.step_timer / this.closing_pattern.total_time);
583 
584                 const float time0 = 0.3f;
585                 const float time1 = 0.7f;
586 
587                 if(rate < time0) {
588 
589                     // 右側にふすまがさっとしまる.
590 
591                     rate = Mathf.InverseLerp(0.0f,time0,rate);
592                     rate = Mathf.Sin(Mathf.Lerp(0.0f,Mathf.PI / 2.0f,rate));
593 
594                     this.closing_pattern.fusuma_x[0] = Mathf.Lerp(-SHUTTER_POSITION_OPEN_X,-SHUTTER_POSITION_CLOSE_X,rate);
595                     this.closing_pattern.shoji_x = SHUTTER_POSITION_OPEN_X;
596 
597                 } else if(rate < time1) {
598 
599                     // しばらくためる.
600 
601                     this.closing_pattern.fusuma_x[0] = -SHUTTER_POSITION_CLOSE_X;
602                     this.closing_pattern.shoji_x = SHUTTER_POSITION_OPEN_X;
603 
604                 } else {
605 
606                     // 左側に障子がさっとしまる.
607 
608                     rate = Mathf.InverseLerp(time1,1.0f,rate);
609                     rate = Mathf.Sin(Mathf.Lerp(0.0f,Mathf.PI / 2.0f,rate));
610 
611                     this.closing_pattern.fusuma_x[0] = -SHUTTER_POSITION_CLOSE_X;
612 
613                     if(this.closing_pattern.param.as_bool) {
614 
615                         // 障子が左から(ふすまの裏から)出てくる.
616 
617                         this.closing_pattern.shoji_x = Mathf.Lerp(-SHUTTER_POSITION_CLOSE_X,SHUTTER_POSITION_CLOSE_X,rate);
618 
619                         // ふすまのモデルからはみ出ないよう、少し後ろにずらす.
620                         this.closing_pattern.shoji_z_offset = 0.01f;
621 
622                     } else {
623 
624                         this.closing_pattern.shoji_x = Mathf.Lerp(SHUTTER_POSITION_OPEN_X,SHUTTER_POSITION_CLOSE_X,rate);
625                     }
626                 }
627 
628                 if(this.is_step_timer_reach(0.0f)) {
629 
630                     this.closing_pattern.is_play_close_sound = true;
631                     this.closing_pattern.se_pitch = 2.0f;
632                 }
633                 if(this.is_step_timer_reach(this.closing_pattern.total_time * time1)) {
634 
635                     this.closing_pattern.is_play_close_sound = true;
636                     this.closing_pattern.se_pitch = 2.0f;
637                 }
638                 if(this.is_step_timer_reach(this.closing_pattern.total_time)) {
639 
640                     this.closing_pattern.is_play_close_end_sound = true;
641                     this.closing_pattern.se_pitch = 1.5f;
642                 }
643             }
644             break;
645 
646         case CLOSING_PATTERN_TYPE.FALLDOWN: {
647                 const float height0 = 6.0f;
648                 const float height1 = height0 / 16.0f;
649 
650                 rate = Mathf.Clamp01(this.step_timer / this.closing_pattern.total_time);
651 
652                 if(rate < 0.1f) {
653 
654                     // 両側からふすまが閉まる(だいぶすき間をあけて).
655 
656                     rate = Mathf.InverseLerp(0.0f,0.1f,rate);
657 
658                     this.closing_pattern.fusuma_x[0] = Mathf.Lerp(-SHUTTER_POSITION_OPEN_X,-SHUTTER_POSITION_CLOSE_X * 2.0f,rate);
659                     this.closing_pattern.fusuma_x[1] = Mathf.Lerp(SHUTTER_POSITION_OPEN_X,SHUTTER_POSITION_CLOSE_X * 2.0f,rate);
660 
661                     this.closing_pattern.shoji_y = height0;
662 
663                 } else {
664 
665                     // 上から障子が落ちてくる.
666 
667                     rate = Mathf.InverseLerp(0.1f,1.0f,rate);
668 
669                     this.closing_pattern.fusuma_x[0] = -SHUTTER_POSITION_CLOSE_X * 2.0f;
670                     this.closing_pattern.fusuma_x[1] = SHUTTER_POSITION_CLOSE_X * 2.0f;
671 
672                     this.closing_pattern.shoji_x = 0.0f;
673 
674                     //
675 
676                     const float fall_time0 = 0.5f;
677                     const float fall_time1 = 0.75f;
678 
679                     if(rate < fall_time0) {
680 
681                         rate = Mathf.InverseLerp(0.0f,fall_time0,rate);
682 
683                         rate = rate * rate;
684 
685                         this.closing_pattern.shoji_y = Mathf.Lerp(height0,0.0f,rate);
686 
687                     } else if(rate < fall_time1) {
688 
689                         // バウンドする.
690 
691                         this.closing_pattern.shoji_x = 0.0f;
692 
693                         rate = Mathf.InverseLerp(fall_time0,fall_time1,rate);
694 
695                         rate = Mathf.Lerp(-1.0f,1.0f,rate);
696 
697                         rate = 1.0f - rate * rate;
698 
699                         this.closing_pattern.shoji_y = Mathf.Lerp(0.0f,height1,rate);
700 
701                     } else {
702 
703                         Vector3 position = this.shoji_object.transform.position;
704 
705                         position.y = 0.0f;
706 
707                         this.shoji_object.transform.position = position;
708                     }
709                 }
710 
711                 if(this.is_step_timer_reach(0.0f)) {
712 
713                     this.closing_pattern.is_play_close_sound = true;
714                     this.closing_pattern.se_pitch = 3.0f;
715                 }
716                 if(this.is_step_timer_reach(this.closing_pattern.total_time * 0.1f)) {
717 
718                     this.closing_pattern.is_play_close_sound = true;
719                 }
720                 if(this.is_step_timer_reach(this.closing_pattern.total_time * (0.1f + 0.9f * 0.5f))) {
721 
722                     this.closing_pattern.is_play_close_end_sound = true;
723                 }
724                 if(this.is_step_timer_reach(this.closing_pattern.total_time * (0.1f + 0.9f * 0.75f))) {
725 
726                     this.closing_pattern.is_play_close_end_sound = true;
727                     this.closing_pattern.se_volume = 0.1f;
728                 }
729             }
730             break;
731 
732         case CLOSING_PATTERN_TYPE.FLIP: {
733                 rate = Mathf.Clamp01(this.step_timer / this.closing_pattern.total_time);
734                 rate = Mathf.Sin(Mathf.Lerp(0.0f,Mathf.PI / 2.0f,rate));
735 
736                 const float time0 = 0.3f;
737                 const float time1 = 0.7f;
738 
739                 if(rate < time0) {
740 
741                     // さっとしまる(両方ともふすま).
742 
743                     rate = Mathf.InverseLerp(0.0f,time0,rate);
744 
745                     this.closing_pattern.fusuma_x[0] = Mathf.Lerp(-SHUTTER_POSITION_OPEN_X,-SHUTTER_POSITION_CLOSE_X,rate);
746                     this.closing_pattern.fusuma_x[1] = Mathf.Lerp(SHUTTER_POSITION_OPEN_X,SHUTTER_POSITION_CLOSE_X,rate);
747                     this.closing_pattern.shoji_x = SHUTTER_POSITION_OPEN_X;
748 
749                 } else if(rate < time1) {
750 
751                     // しばらくためる.
752 
753                     this.closing_pattern.fusuma_x[0] = -SHUTTER_POSITION_CLOSE_X;
754                     this.closing_pattern.fusuma_x[1] = SHUTTER_POSITION_CLOSE_X;
755                     this.closing_pattern.shoji_x = SHUTTER_POSITION_OPEN_X;
756 
757                 } else {
758 
759                     // 右側がくるんとまわって障子になる.
760 
761                     this.closing_pattern.fusuma_x[0] = -SHUTTER_POSITION_CLOSE_X;
762                     this.closing_pattern.fusuma_x[1] = SHUTTER_POSITION_CLOSE_X;
763                     this.closing_pattern.shoji_x = SHUTTER_POSITION_OPEN_X;
764 
765                     //
766 
767                     rate = Mathf.InverseLerp(time1,1.0f,rate);
768 
769                     if(rate < 0.5f) {
770 
771                         // 0~90度 ふすまを表示.
772 
773                         rate = Mathf.InverseLerp(0.0f,0.5f,rate);
774 
775                         this.closing_pattern.fusuma_x[1] = SHUTTER_POSITION_CLOSE_X;
776                         this.closing_pattern.shoji_x = SHUTTER_POSITION_OPEN_X;
777 
778                         //
779 
780                         this.closing_pattern.fusuma_rot_x[1] = Mathf.Lerp(0.0f,90.0f,rate);
781                         this.closing_pattern.shoji_rot_x = 0.0f;
782 
783 
784                     } else {
785 
786                         // 90~180度 障子を表示.
787 
788                         rate = Mathf.InverseLerp(0.5f,1.0f,rate);
789 
790                         this.closing_pattern.fusuma_x[1] = SHUTTER_POSITION_OPEN_X;
791                         this.closing_pattern.shoji_x = SHUTTER_POSITION_CLOSE_X;
792 
793                         //
794 
795                         this.closing_pattern.fusuma_rot_x[1] = 0.0f;
796                         this.closing_pattern.shoji_rot_x = Mathf.Lerp(-90.0f,0.0f,rate);
797 
798                     }
799                 }
800 
801                 if(this.is_step_timer_reach(0.0f)) {
802 
803                     this.closing_pattern.is_play_close_sound = true;
804                     this.closing_pattern.se_pitch = 2.0f;
805                 }
806                 if(this.is_step_timer_reach(this.closing_pattern.total_time * time0)) {
807 
808                     this.closing_pattern.is_play_close_end_sound = true;
809                     this.closing_pattern.se_pitch = 1.5f;
810                 }
811                 if(this.is_step_timer_reach(this.closing_pattern.total_time)) {
812 
813                     this.closing_pattern.is_play_close_end_sound = true;
814                     this.closing_pattern.se_pitch = 1.5f;
815                 }
816             }
817             break;
818 
819         case CLOSING_PATTERN_TYPE.SLOW: {
820                 rate = Mathf.Clamp01(this.step_timer / this.closing_pattern.total_time);
821                 rate = Mathf.Sin(Mathf.Lerp(0.0f,Mathf.PI / 2.0f,rate));
822 
823                 this.closing_pattern.shoji_x = Mathf.Lerp(SHUTTER_POSITION_OPEN_X,SHUTTER_POSITION_CLOSE_X,rate);
824 
825                 this.closing_pattern.fusuma_x[0] = Mathf.Lerp(-SHUTTER_POSITION_OPEN_X,-SHUTTER_POSITION_CLOSE_X,rate);
826 
827                 if(this.is_step_timer_reach(0.0f)) {
828 
829                     this.closing_pattern.is_play_close_sound = true;
830                     this.closing_pattern.se_pitch = 0.5f;
831                 }
832                 if(this.is_step_timer_reach(this.closing_pattern.total_time)) {
833 
834                     this.closing_pattern.is_play_close_end_sound = true;
835                     this.closing_pattern.se_pitch = 0.5f;
836                     this.closing_pattern.se_volume = 0.5f;
837                 }
838             }
839             break;
840 
841         case CLOSING_PATTERN_TYPE.SUPER_DELAY: {
842                 rate = Mathf.Clamp01(this.step_timer / this.closing_pattern.total_time);
843 
844                 const float time0 = 0.1f;
845                 float time1 = this.closing_pattern.param.as_float;
846                 float time2 = time1 + 0.1f;
847 
848                 if(rate < time0) {
849 
850                     // ふすまがさっとしまる.
851 
852                     rate = Mathf.InverseLerp(0.0f,time0,rate);
853                     rate = Mathf.Sin(Mathf.Lerp(0.0f,Mathf.PI / 2.0f,rate));
854 
855                     this.closing_pattern.fusuma_x[0] = Mathf.Lerp(-SHUTTER_POSITION_OPEN_X,-SHUTTER_POSITION_CLOSE_X,rate);
856                     this.closing_pattern.shoji_x = SHUTTER_POSITION_OPEN_X;
857 
858                 } else if(rate < time1) {
859 
860                     // しばらくためる.
861 
862                     this.closing_pattern.fusuma_x[0] = -SHUTTER_POSITION_CLOSE_X;
863                     this.closing_pattern.shoji_x = SHUTTER_POSITION_OPEN_X;
864 
865                 } else if(rate < time2) {
866 
867                     // 左側に障子がさっとしまる.
868 
869                     rate = Mathf.InverseLerp(time1,time2,rate);
870                     rate = Mathf.Sin(Mathf.Lerp(0.0f,Mathf.PI / 2.0f,rate));
871 
872                     this.closing_pattern.fusuma_x[0] = -SHUTTER_POSITION_CLOSE_X;
873                     this.closing_pattern.shoji_x = Mathf.Lerp(SHUTTER_POSITION_OPEN_X,SHUTTER_POSITION_CLOSE_X,rate);
874 
875                 } else {
876 
877                     this.closing_pattern.fusuma_x[0] = -SHUTTER_POSITION_CLOSE_X;
878                     this.closing_pattern.shoji_x = SHUTTER_POSITION_CLOSE_X;
879                 }
880                 //
881 
882                 if(this.is_step_timer_reach(0.0f)) {
883 
884                     this.closing_pattern.is_play_close_sound = true;
885                     this.closing_pattern.se_pitch = 2.0f;
886                 }
887                 if(this.is_step_timer_reach(this.closing_pattern.total_time * time1)) {
888 
889                     this.closing_pattern.is_play_close_sound = true;
890                     this.closing_pattern.se_pitch = 2.0f;
891                 }
892                 if(this.is_step_timer_reach(this.closing_pattern.total_time * time2)) {
893 
894                     this.closing_pattern.is_play_close_end_sound = true;
895                     this.closing_pattern.se_pitch = 1.5f;
896                 }
897             }
898             break;
899         }
900 
901         // 位置、回転等を GameObject に反映させる.
902 
903         for(int i = 0;i < this.closing_pattern.fusuma_num;i++) {
904 
905             if(!this.is_flip_closing) {
906 
907                 this.fusuma_objects[i].GetComponent<ShutterControl>().setX(this.closing_pattern.fusuma_x[i]);
908                 this.fusuma_objects[i].transform.rotation = Quaternion.AngleAxis(this.closing_pattern.fusuma_rot_x[i],Vector3.up);
909 
910             } else {
911 
912                 this.fusuma_objects[i].GetComponent<ShutterControl>().setX(-this.closing_pattern.fusuma_x[i]);
913                 this.fusuma_objects[i].transform.rotation = Quaternion.AngleAxis(-this.closing_pattern.fusuma_rot_x[i],Vector3.up);
914             }
915         }
916 
917         if(this.shoji_object != null) {
918 
919             Vector3 position = this.shoji_object.transform.localPosition;
920 
921             if(!this.is_flip_closing) {
922 
923                 position.x = this.closing_pattern.shoji_x;
924                 position.y = this.closing_pattern.shoji_y;
925 
926                 this.shoji_object.transform.rotation = Quaternion.AngleAxis(this.closing_pattern.shoji_rot_x,Vector3.up);
927 
928             } else {
929 
930                 position.x = -this.closing_pattern.shoji_x;
931                 position.y = this.closing_pattern.shoji_y;
932 
933                 this.shoji_object.transform.rotation = Quaternion.AngleAxis(-this.closing_pattern.shoji_rot_x,Vector3.up);
934             }
935 
936             position.z = SHUTTER_POSITION_Z + this.closing_pattern.shoji_z_offset;
937 
938             this.shoji_object.transform.localPosition = position;
939         }
940 
941         // サウンド.
942 
943         if(this.closing_pattern.is_play_close_sound) {
944 
945             this.GetComponent<AudioSource>().PlayOneShot(this.CLOSE_SOUND,this.closing_pattern.se_volume);
946             this.GetComponent<AudioSource>().pitch = this.closing_pattern.se_pitch;
947         }
948         if(this.closing_pattern.is_play_close_end_sound) {
949 
950             this.GetComponent<AudioSource>().PlayOneShot(this.CLOSE_END_SOUND,this.closing_pattern.se_volume);
951             this.GetComponent<AudioSource>().pitch = this.closing_pattern.se_pitch;
952         }
953     }
954 
955     /// <summary>
956     /// 添加窗户控制器
957     /// </summary>
958     public void attachShouji(ShojiControl shoji) {
959         this.shoji_object = shoji;
960         if(this.shoji_object != null) {
961             this.shoji_object.transform.parent = this.gameObject.transform;
962             this.shoji_object.transform.localPosition = new Vector3(SHUTTER_POSITION_OPEN_X,0.0f,SHUTTER_POSITION_Z);
963         }
964     }
965 
966     // 障子の登場パターンをセットする.
967     public void setClosingPatternType(CLOSING_PATTERN_TYPE type,bool is_flip) {
968         ClosingPatternParam param;
969 
970         param.as_float = 0.0f;
971         param.as_bool = true;
972 
973         this.setClosingPatternType(type,is_flip,param);
974     }
975     // 障子の登場パターンをセットする.
976     public void setClosingPatternType(CLOSING_PATTERN_TYPE type,bool is_flip,ClosingPatternParam param) {
977         this.closing_pattern_type = type;
978 
979         this.is_flip_closing = is_flip;
980 
981         this.closing_pattern.param = param;
982     }
983 
984     public void setClose() {
985         this.next_step = STEP.CLOSE;
986     }
987     public void setOpen() {
988         this.next_step = STEP.OPEN;
989     }
990 
991     public void beginOpen() {
992         this.next_step = STEP.TO_OPEN;
993     }
994     public void beginCloseShoji() {
995         this.next_step = STEP.TO_CLOSE_SHOJI;
996     }
997 }
FloorControl
 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 /// <summary>
 5 /// 管理场景中使用的共通参数
 6 /// </summary>
 7 public class GlobalParam:MonoBehaviour {
 8 
 9     /// <summary>
10     /// 难度
11     /// </summary>
12     private int m_difficultyMode = 0;
13 
14     /// <summary>
15     /// 单例
16     /// </summary>
17     private static GlobalParam m_instance = null;
18 
19     /// <summary>
20     /// 获取单例
21     /// </summary>
22     public static GlobalParam GetInstance() {
23         if(m_instance == null) {
24             GameObject g = new GameObject("GlobalParam");
25             m_instance = g.AddComponent<GlobalParam>();
26             DontDestroyOnLoad(g);
27         }
28         return m_instance;
29     }
30 
31     /// <summary>
32     /// 获取难度
33     /// </summary>
34     public int difficulty() {
35         return m_difficultyMode;
36     }
37 
38     /// <summary>
39     /// 设置难度
40     /// </summary>
41     public void SetMode(int difficulty) {
42         m_difficultyMode = difficulty;
43     }
44 }
GlobalParam
  1 using UnityEngine;
  2 using System.Collections;
  3 
  4 /// <summary>
  5 /// 根据难易程度来改变窗户的关闭方式等
  6 /// </summary>
  7 public class LevelControl : MonoBehaviour {
  8 
  9     public enum LEVEL {
 10 
 11         NONE = -1,
 12 
 13         EASY = 0,
 14         NORMAL = 1,
 15         HARD = 2,
 16 
 17         NUM,
 18     };
 19 
 20     public LEVEL    level = LEVEL.EASY;
 21 
 22     public SceneControl    scene_control = null;
 23 
 24     private bool    random_bool_prev;
 25 
 26     // ---------------------------------------------------------------- //
 27 
 28     // Use this for initialization
 29     void Start () {
 30 
 31         switch(GlobalParam.GetInstance().difficulty()) {
 32 
 33             case 0:
 34             {    
 35                 this.level = LEVEL.EASY;
 36             }
 37             break;
 38         
 39             case 1:
 40             {    
 41                 this.level = LEVEL.NORMAL;
 42             }
 43             break;
 44             
 45             case 2:
 46             {    
 47                 this.level = LEVEL.HARD;
 48             }
 49             break;
 50 
 51             default:
 52             {    
 53                 this.level = LEVEL.EASY;
 54             }
 55             break;
 56         }
 57 
 58         this.scene_control = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<SceneControl>();
 59 
 60         this.random_bool_prev = Random.Range(0, 2) == 0 ? true : false;
 61     }
 62     
 63     // Update is called once per frame
 64     void Update () {
 65     
 66     }
 67 
 68     // 障子が閉まり始める距離.
 69     public float getCloseDistance()
 70     {
 71         // ちいさな値にすると障子が閉まり始めるタイミングが遅くなって、難しくなります.
 72         
 73         float    close_distance = 14.0f;
 74         
 75         int        paper_num = this.scene_control.getPaperNum();
 76 
 77         switch(this.level) {
 78         
 79             case LEVEL.EASY:
 80             {
 81                 close_distance = 14.0f;
 82             }
 83             break;
 84             
 85             case LEVEL.NORMAL:
 86             {
 87                 close_distance = 14.0f;
 88             }
 89             break;
 90             
 91             case LEVEL.HARD:
 92             {
 93                 if(paper_num >= 8) {
 94 
 95                     close_distance = 12.0f;
 96 
 97                 } else if(paper_num >= 5) {
 98 
 99                     close_distance = 12.0f;
100 
101                 } else {
102 
103                     close_distance = FloorControl.SHUTTER_POSITION_Z;
104                 }
105             }
106             break;
107 
108             default:
109             {
110                 close_distance = 14.0f;
111             }
112             break;
113         }
114 
115 
116         return(close_distance);
117     }
118     
119     // 障子の閉まり方パターンを取得する.
120     public void    getClosingPattern(out FloorControl.CLOSING_PATTERN_TYPE out_type, out bool out_is_flip, out FloorControl.ClosingPatternParam out_param)
121     {
122         int        paper_num   = this.scene_control.getPaperNum();
123         bool    random_bool = Random.Range(0, 2) == 0 ? true : false;
124 
125         out_param.as_float = 0.0f;
126         out_param.as_bool  = false;
127 
128         switch(this.level) {
129 
130             case LEVEL.EASY:
131             {
132                 // easy は normal のみ.
133 
134                 out_type = FloorControl.CLOSING_PATTERN_TYPE.NORMAL;
135 
136                 out_is_flip = false;
137             }
138             break;
139 
140             case LEVEL.NORMAL:
141             {
142                 StaticArray<FloorControl.CLOSING_PATTERN_TYPE>    out_type_cadidates = new StaticArray<FloorControl.CLOSING_PATTERN_TYPE>((int)FloorControl.CLOSING_PATTERN_TYPE.NUM);
143 
144                 if(9 >= paper_num && paper_num >= 8) {
145 
146                     // 1、2枚目は NORMAL.
147 
148                     out_type_cadidates.push_back(FloorControl.CLOSING_PATTERN_TYPE.NORMAL);
149 
150                     out_is_flip = false;
151 
152                 } else if(paper_num == 7) {
153 
154                     // 残り7枚のときは OVERSHOOT.
155 
156                     out_type_cadidates.push_back(FloorControl.CLOSING_PATTERN_TYPE.OVERSHOOT);
157 
158                     out_is_flip = false;
159 
160                 } else if(paper_num == 6) {
161 
162                     // 残り6枚のときは SECONDTIME.
163 
164                     out_type_cadidates.push_back(FloorControl.CLOSING_PATTERN_TYPE.SECONDTIME);
165 
166                     out_is_flip = false;
167 
168                 } else if(paper_num == 5) {
169 
170                     // 残り5枚のときは ARCODION.
171 
172                     out_type_cadidates.push_back(FloorControl.CLOSING_PATTERN_TYPE.ARCODION);
173 
174                     out_is_flip = false;
175 
176                 } else if(4 >= paper_num && paper_num >= 3) {
177 
178                     // 残り4~3枚のときは DELAY(is_flip はランダム).
179 
180                     out_type_cadidates.push_back(FloorControl.CLOSING_PATTERN_TYPE.DELAY);
181 
182                     out_is_flip = random_bool;
183 
184                     if(paper_num == 4) {
185 
186                         // 残り4枚のときは右から.
187 
188                         out_param.as_bool = false;
189 
190                     } else {
191 
192                         // 残り3枚のときは右から(ふすまの裏から).
193                         out_param.as_bool = true;
194                     }
195 
196                 } else if(paper_num == 2) {
197 
198                     // 残り2枚の時は必ず FALLDOWN.
199 
200                     out_type_cadidates.push_back(FloorControl.CLOSING_PATTERN_TYPE.FALLDOWN);
201 
202                     out_is_flip = false;
203 
204                 } else {
205 
206                     // 残り1枚の時は必ず FLIP(is_flip はランダム).
207 
208                     out_type_cadidates.push_back(FloorControl.CLOSING_PATTERN_TYPE.FLIP);
209 
210                     out_is_flip = random_bool;
211                 }
212 
213                 out_type = out_type_cadidates[Random.Range(0, out_type_cadidates.size())];
214             }
215             break;
216 
217             case LEVEL.HARD:
218             {
219                 if(paper_num >= 8) {
220 
221                     // 残り9~8枚のときは NORMAL.
222 
223                     out_type = FloorControl.CLOSING_PATTERN_TYPE.NORMAL;
224 
225                     if(paper_num == 9) {
226 
227                         out_is_flip = random_bool;
228 
229                     } else {
230 
231                         out_is_flip = !this.random_bool_prev;
232                     }
233 
234                 } else if(paper_num >= 5) {
235 
236                     // 残り7~5枚のときは SLOW.
237                     // 閉まり終わるのがだんだん遅くなる.
238 
239                     out_type = FloorControl.CLOSING_PATTERN_TYPE.SLOW;
240 
241                     if(paper_num == 7) {
242 
243                         out_is_flip        = random_bool;
244                         out_param.as_float = 1.5f;
245 
246                     } else if(paper_num == 6) {
247 
248                         out_is_flip        = !this.random_bool_prev;
249                         out_param.as_float = 1.7f;
250 
251                         // 次回のために上書きしておく.
252                         // (7, 6, 5 で必ず交互になるように).
253                         random_bool = !this.random_bool_prev;
254 
255                     } else {
256 
257                         out_is_flip        = !this.random_bool_prev;
258                         out_param.as_float = 2.0f;
259                     }
260 
261                 } else {
262 
263                     // 残り4~1枚のときは SUPER_DELAY.
264 
265                     out_type = FloorControl.CLOSING_PATTERN_TYPE.SUPER_DELAY;
266 
267                     out_is_flip = random_bool;
268 
269                     if(paper_num >= 4) {
270 
271                         out_param.as_float = 0.6f;
272 
273                     } else if(paper_num >= 3) {
274 
275                         out_param.as_float = 0.7f;
276 
277                     } else {
278 
279                         out_param.as_float = 0.9f;
280                     }
281                 }
282             }
283             break;
284 
285             default:
286             {
287                 out_type = FloorControl.CLOSING_PATTERN_TYPE.NORMAL;
288 
289                 out_is_flip = false;
290             }
291             break;
292         }
293 
294         this.random_bool_prev = random_bool;
295     }
296 
297     // 『何回空振り(やぶった後の穴を通過)したら鉄板になるか』を取得する.
298     public int    getChangeSteelCount()
299     {
300         // -1 のときは鉄板にならない.
301         int    count = -1;
302 
303         int    paper_num = this.scene_control.getPaperNum();
304 
305         switch(this.level) {
306         
307             case LEVEL.EASY:
308             {
309                 // easy は鉄板化なし.
310                 count = -1;
311             }
312             break;
313 
314             case LEVEL.NORMAL:
315             {
316                 // hardは鉄板化なし.
317                 count = -1;
318             }
319             break;
320 
321             case LEVEL.HARD:
322             {
323                 // (仮)です.
324                 // のこり枚数が少なくなるほど鉄板化しやすくなるようにしてください.
325 
326                 if(paper_num >= 8) {
327                 
328                     count = -1;
329                 
330                 } else if(paper_num >= 6) {
331 
332                     count = 5;
333 
334                 } else if(paper_num >= 3) {
335 
336                     count = 2;
337 
338                 } else { 
339 
340                     count = 1;
341                 }
342 
343             }
344             break;
345 
346             default:
347             {
348                 count = -1;
349             }
350             break;
351         }
352 
353         return(count);
354     }
355 }
LevelControl
  1 using UnityEngine;
  2 using System.Collections;
  3 
  4 /// <summary>
  5 /// 猫的碰撞结果
  6 /// </summary>
  7 public class NekoColiResult  {
  8 
  9     public NekoControl    neko = null;
 10 
 11     public static float    THROUGH_GAP_LIMIT = 0.4f;            //!< 格子の中心からこれ以上ずれていたら、組み木に当たる.
 12     public static float UNLOCK_DISTANCE = 3.0f;                //!< 誘導を解除する距離.
 13 
 14     // ---------------------------------------------------------------- //
 15 
 16     // 障子の組み木に当たったときの情報いろいろ.
 17     //
 18     public struct ShojiHitInfo {
 19 
 20         public bool            is_enable;
 21 
 22         public ShojiControl    shoji_control;
 23 
 24         public ShojiControl.HoleIndex    hole_index;
 25     };
 26 
 27     public ShojiHitInfo        shoji_hit_info;
 28     public ShojiHitInfo        shoji_hit_info_first;
 29 
 30     // 障子の穴に当たったときの情報いろいろ.
 31     //
 32     public struct HoleHitInfo {
 33 
 34         public SyoujiPaperControl    paper_control;
 35     };
 36 
 37     public StaticArray<HoleHitInfo>    hole_hit_infos;
 38 
 39     // ふすま、障子の組み木にあたったときの情報いろいろ.
 40     //
 41     public struct ObstacleHitInfo {
 42 
 43         public bool            is_enable;
 44 
 45         public GameObject    go;
 46         public bool            is_steel;
 47     };
 48 
 49     public ObstacleHitInfo    obstacle_hit_info;
 50 
 51     // 誘導をかける、障子の格子
 52     //
 53     public struct LockTarget {
 54 
 55         public bool                        enable;
 56 
 57         public ShojiControl.HoleIndex    hole_index;
 58 
 59         public Vector3                    position;
 60     };
 61 
 62     public LockTarget    lock_target;
 63 
 64     public bool            is_steel = false;
 65 
 66     // ---------------------------------------------------------------- //
 67 
 68     public void create()
 69     {
 70         this.hole_hit_infos = new StaticArray<HoleHitInfo>(4);
 71 
 72         this.shoji_hit_info.is_enable       = false;
 73         this.shoji_hit_info_first.is_enable = false;
 74 
 75         this.obstacle_hit_info.is_enable = false;
 76 
 77         this.lock_target.enable = false;
 78     }
 79 
 80     // 前のフレームのコリジョン結果をチェックする.
 81 
 82     public void    resolveCollision()
 83     {
 84         // 「格子の穴」をすり抜けて一定距離進んだら、誘導を解除する.
 85         if(this.lock_target.enable) {
 86 
 87             if(this.neko.transform.position.z > this.lock_target.position.z + UNLOCK_DISTANCE) {
 88 
 89                 this.lock_target.enable = false;
 90             }
 91         }
 92 
 93         if(!this.lock_target.enable) {
 94 
 95             this.resolve_collision_sub();
 96         }
 97     }
 98 
 99     private void    resolve_collision_sub()
100     {
101         bool    is_collied_obstacle = false;
102 
103         this.is_steel = false;
104 
105         // ふすま/鉄板に当たったかを最初に調べる.
106         //
107         // ふすま/鉄板に当たった場合でも穴を通過したときは、ミスにしたくないので.
108 
109         if(this.obstacle_hit_info.is_enable) {
110 
111             is_collied_obstacle = true;
112 
113             this.is_steel = this.obstacle_hit_info.is_steel;
114         }
115 
116         //
117 
118         if(this.shoji_hit_info.is_enable) {
119 
120             // 組み木と当たった?.
121 
122             ShojiControl            shoji_control = this.shoji_hit_info.shoji_control;
123             ShojiControl.HoleIndex    hole_index    = this.shoji_hit_info.hole_index;
124 
125             if(shoji_control.isValidHoleIndex(hole_index)) {
126 
127                 SyoujiPaperControl        paper_control = shoji_control.papers[hole_index.x, hole_index.y];
128 
129                 if(paper_control.isSteel()) {
130 
131                     // 格子の穴が、鉄板だったとき.
132 
133                     is_collied_obstacle = true;
134 
135                     this.is_steel = true;
136 
137                 } else  {
138 
139                     // 格子の穴が、「紙」「やぶれ紙」だったとき.
140 
141                     // 「格子の穴」にホーミングするときの、目標位置.
142                     Vector3    position = NekoColiResult.get_hole_homing_position(shoji_control, hole_index);
143 
144                     //
145     
146                     Vector3    diff = this.neko.transform.position - position;
147     
148                     //Debug.Log(diff.x.ToString() + " " + diff.y);
149     
150                     if(Mathf.Abs(diff.x) < THROUGH_GAP_LIMIT && Mathf.Abs(diff.y) < THROUGH_GAP_LIMIT) {
151     
152                         // 穴の中心からある程度近い位置を通過したら、格子の穴を通りぬける.
153                         // (ホーミング).
154 
155                         is_collied_obstacle = false;
156 
157                         this.lock_target.enable     = true;
158                         this.lock_target.hole_index = hole_index;
159                         this.lock_target.position   = position;
160 
161 
162                         // 「格子の穴」モデルに、プレイヤーがヒットしたことを通知する.
163                         paper_control.onPlayerCollided();
164 
165                     } else {
166 
167                         // 穴の中心から大きくずれていた場合は、格子にぶつかったことにする.
168 
169                         is_collied_obstacle = true;
170                     }
171                 }
172 
173             } else {
174 
175                 // 障子の、格子の穴以外の場所にぶつかったとき.
176 
177                 is_collied_obstacle = true;
178             }
179 
180         } else {
181 
182             // 組み木と当たらなかったときは、二つ以上の「格子の穴」とヒットすることはないはず.
183             // (二つの「格子の穴」とヒットするときは、その間の組み木にもヒットするから)
184             // なので、組み木と当たらなかったときは this.hole_hit_infos[0] だけ調べれば十分.
185             if(this.hole_hit_infos.size() > 0) {
186 
187                 // 「格子の穴」のみにヒットした.
188 
189                 HoleHitInfo            hole_hit_info = this.hole_hit_infos[0];
190                 SyoujiPaperControl    paper_control = hole_hit_info.paper_control;
191                 ShojiControl        shoji_control = paper_control.shoji_control;
192 
193                 paper_control.onPlayerCollided();
194 
195                 // 「格子の穴」を通りぬける.
196                 // (ホーミング).
197 
198                 // ロックする(誘導の目標位置にする).
199 
200                 // 「格子の穴」の中心を求める.
201 
202                 ShojiControl.HoleIndex    hole_index = paper_control.hole_index;
203 
204                 Vector3    position = NekoColiResult.get_hole_homing_position(shoji_control, hole_index);
205 
206                 this.lock_target.enable = true;
207                 this.lock_target.hole_index = hole_index;
208                 this.lock_target.position   = position;
209             }
210         }
211 
212 
213         if(is_collied_obstacle) {
214 
215             // 障害物(障子の組み木、ふすま)に当たった.
216 
217             if(this.neko.step != NekoControl.STEP.MISS) {
218 
219                 this.neko.beginMissAction(this.is_steel);
220             }
221         }
222 
223     }
224 
225 
226     // 「格子の穴」にホーミングするときの、目標位置.
227     private static Vector3    get_hole_homing_position(ShojiControl shoji_control, ShojiControl.HoleIndex hole_index)
228     {
229         Vector3        position;
230     
231         position = shoji_control.getHoleWorldPosition(hole_index.x, hole_index.y);
232     
233         // コリジョンの中心からオブジェクトの原点へのオフセット.
234         // コリジョンの中心が、「格子の穴」の中心を通るようにする.
235         position += -NekoControl.COLLISION_OFFSET;
236 
237         return(position);
238     }
239 
240 }
NekoColiResult
  1 using UnityEngine;
  2 using System.Collections;
  3 
  4 /// <summary>
  5 /// 控制猫
  6 /// </summary>
  7 public class NekoControl : MonoBehaviour {
  8 
  9     private RoomControl        room_control = null;
 10     private SceneControl    scene_control = null;
 11     public EffectControl    effect_control = null;
 12 
 13     // ---------------------------------------------------------------- //
 14 
 15     public enum STEP {
 16 
 17         NONE = -1,
 18 
 19         STAND = 0,            // たち.
 20         RUN,                // 走り.
 21         JUMP,                // ジャンプ.
 22         MISS,                // ミス.
 23         GAMEOVER,            // ゲームオーバー.
 24 
 25         FREE_MOVE,            // 自由移動(デバッグ用).
 26 
 27         NUM,
 28     };
 29 
 30     public STEP            step      = STEP.NONE;
 31     public STEP            next_step = STEP.NONE;
 32     public float        step_timer = 0.0f;
 33     public bool            is_grounded;                // 着地してる?.
 34 
 35     // ---------------------------------------------------------------- //
 36 
 37     // ジャンプ中のいろいろ.
 38     public struct ActionStand {
 39 
 40         public bool        is_fade_anim;                // アニメーションをフェードする?(毎フレーム true に戻る).
 41     };
 42 
 43     // ジャンプ中のいろいろ.
 44     public struct ActionJump {
 45 
 46         public STEP        prevoius_step;                // ジャンプする前のステップ(立ちジャンプ or 走りながらジャンプ).
 47 
 48         public bool        is_key_released;            // ジャンプ後、スペースキーを離した?.
 49 
 50         public Vector3    launch_velocity_xz;
 51     };
 52 
 53     // ミスしたときのいろいろ.
 54     public struct ActionMiss {
 55 
 56         public bool        is_steel;                    // 鉄板に当たった?.
 57     };
 58 
 59     public ActionJump    action_jump;
 60     public ActionMiss    action_miss;
 61     public ActionStand    action_stand;
 62 
 63     public Vector3        previous_velocity;
 64 
 65     private    bool        is_fallover = true;
 66         
 67     private    bool        is_auto_drive = false;        // 自動運転(クリアーした後).
 68 
 69     // ---------------------------------------------------------------- //
 70 
 71     public static float    JUMP_HEIGHT_MAX = 5.0f;                                // ジャンプの高さ.
 72     public static float    JUMP_KEY_RELEASE_REDUCE = 0.5f;                        // ジャンプ中にキーを離したときの、上昇速度のスケール.
 73 
 74     public static float    RUN_SPEED_MAX   = 5.0f;                                // 走りのスピードの最大値.
 75     public static float    RUN_ACCELE      = RUN_SPEED_MAX/2.0f;                // 走りのスピードの加速.
 76 
 77     public static float    SLIDE_SPEED_MAX = 2.0f;                                // 左右移動のスピード.
 78     public static float    SLIDE_ACCEL     = SLIDE_SPEED_MAX/0.1f;                // 左右移動の加速度.
 79 
 80     public static float SLIDE_ACCEL_SCALE_JUMP = 0.1f;                        // 左右移動の加速度のスケール(ジャンプ中).
 81 
 82     public static float    RUN_SPEED_DECELE_MISS      = RUN_SPEED_MAX/2.0f;    // ミスした時の減速度.
 83     public static float    RUN_SPEED_DECELE_MISS_JUMP = RUN_SPEED_MAX/5.0f;    // ミスした時の減速度(ジャンプ中).
 84 
 85     public static Vector3 COLLISION_OFFSET = Vector3.up*0.2f;
 86 
 87     // ---------------------------------------------------------------- //
 88 
 89     public static float SLIDE_ROTATION_MAX = 0.2f;                            // 左右移動のローテーションスピード.
 90     public static float SLIDE_ROTATION_SPEED = SLIDE_ROTATION_MAX/0.1f;        // 左右移動のローテーション加速度.
 91     public static float SLIDE_ROTATION_COEFFICIENT = 2.0f;                    // 左右移動のローテーション加速度の係数.
 92 
 93     public static float JUMP_ROTATION_MAX = 0.25f;                            // 上下のローテーションスピード(ジャンプ中).
 94     public static float JUMP_ROTATION_SPEED = JUMP_ROTATION_MAX/0.1f;        // 上下のローテーション加速度(ジャンプ中).
 95     public static float JUMP_ROTATION_COEFFICIENT = 0.25f;                    // 上下のローテーション加速度の係数(ジャンプ中).
 96 
 97     public static float SLIDE_VELOCITY = 1.0f;                                // 左右移動のローテーション速度.
 98     public static float JUMP_VELOCITY = 4.0f;                                // 上下のローテーション速度(ジャンプ中).
 99     
100     // ---------------------------------------------------------------- //
101 
102     public AudioClip START_SOUND = null;
103     public AudioClip FAILED_STEEL_SOUND = null;
104     public AudioClip FAILED_FUSUMA_SOUND = null;
105     public AudioClip FAILED_NEKO_SOUND = null;
106     public AudioClip JUMP_SOUND = null;
107     public AudioClip LANDING_SOUND = null;
108     public AudioClip FALL_OVER_SOUND = null;
109 
110     // ---------------------------------------------------------------- //
111 
112     NekoColiResult    coli_result;
113 
114     // ---------------------------------------------------------------- //
115 
116     public void    onRoomProceed()
117     {
118         this.coli_result.shoji_hit_info_first.is_enable = false;
119     }
120 
121     
122     void Start ()
123     {
124         this.room_control   = GameObject.FindGameObjectWithTag("RoomControl").GetComponent<RoomControl>();
125         this.scene_control  = GameObject.FindWithTag("MainCamera").GetComponent<SceneControl>();
126         this.effect_control = GameObject.FindGameObjectWithTag("EffectControl").GetComponent<EffectControl>();
127 
128 
129         //
130 
131         this.is_grounded = false;
132 
133         GetComponent<AudioSource>().clip = START_SOUND;
134         GetComponent<AudioSource>().Play();
135 
136         this.previous_velocity = Vector3.zero;
137 
138         this.next_step = STEP.STAND;
139 
140         this.coli_result = new NekoColiResult();
141         this.coli_result.neko = this;
142         this.coli_result.create();
143     
144         this.action_stand.is_fade_anim = true;    
145 
146     }
147 
148     // Update is called once per frame
149     void Update ()
150     {
151 
152         Animation    animation = this.GetComponentInChildren<Animation>();
153 
154         // ---------------------------------------------------------------- //
155 
156         // 着地するときに地面にめり込んでしまうので.
157         // (かっこ悪いけど).
158 
159         if(this.transform.position.y < 0.0f) {
160 
161             this.is_grounded = true;
162 
163             Vector3    pos = this.transform.position;
164 
165             pos.y = 0.0f;
166 
167             this.transform.position = pos;
168         }
169         
170         // ---------------------------------------------------------------- //
171         // ステップ内の経過時間を進める.
172 
173         this.step_timer += Time.deltaTime;
174 
175         // ---------------------------------------------------------------- //
176         // 次の状態に移るかどうかを、チェックする.
177 
178         // 前のフレームのコリジョン結果を調べる.
179 
180         if(this.step != STEP.MISS) {
181 
182             this.coli_result.resolveCollision();
183         }
184 
185         //
186 
187         if(this.next_step == STEP.NONE) {
188 
189             switch(this.step) {
190     
191                 case STEP.NONE:
192                 {
193                     this.next_step = STEP.STAND;
194                 }
195                 break;
196     
197                 case STEP.STAND:
198                 {
199                     // シフトキーで走り始める.
200                     if(Input.GetKeyDown(KeyCode.LeftShift)) {
201     
202                         this.next_step = STEP.RUN;
203                     }
204                     // スペースキーでジャンプ.
205                     if(Input.GetKeyDown(KeyCode.Space)) {
206     
207                         this.next_step = STEP.JUMP;
208                     }
209                 }
210                 break;
211     
212                 case STEP.RUN:
213                 {
214                     if(!this.is_auto_drive) {
215 
216                         if(Input.GetKeyDown(KeyCode.Space)) {
217         
218                             this.next_step = STEP.JUMP;
219                         }
220                     }
221                 }
222                 break;
223 
224                 case STEP.JUMP:
225                 {
226                     // 着地したら立ち、または走りへ.
227                     if(this.is_grounded) {
228                     
229                         GetComponent<AudioSource>().clip = LANDING_SOUND;
230                         GetComponent<AudioSource>().Play();
231                         this.next_step = this.action_jump.prevoius_step;
232                     }
233                 }
234                 break;
235 
236                 case STEP.MISS:
237                 {
238                     if(this.step_timer > 3.0f) {
239                     
240                         GameObject.FindWithTag("MainCamera").transform.SendMessage("applyDamage", 1);
241 
242                         if(this.scene_control.getLifeCount() > 0) {
243 
244                             this.transform.position = this.room_control.getRestartPosition();
245 
246                             this.room_control.onRestart();
247 
248                             // アニメーションは補間しない.
249                             this.action_stand.is_fade_anim = false;
250                         
251                             this.next_step = STEP.STAND;
252 
253                         } else {
254 
255                             this.next_step = STEP.GAMEOVER;
256                         }
257                     }
258                 }
259                 break;
260             }
261         }
262 
263         // ---------------------------------------------------------------- //
264         // 状態が遷移したときの初期化.
265 
266         if(this.next_step != STEP.NONE) {
267 
268             switch(this.next_step) {
269     
270                 case STEP.STAND:
271                 {
272                     Vector3 v = this.GetComponent<Rigidbody>().velocity;
273 
274                     v.x = 0.0f;
275                     v.z = 0.0f;
276 
277                     this.GetComponent<Rigidbody>().velocity = v;
278 
279                     // 立ちアニメーションの再生.
280 
281                     if(this.action_stand.is_fade_anim) {
282 
283                         animation.CrossFade("M01_nekostanding", 0.2f);
284 
285                     } else {
286 
287                         animation.CrossFade("M01_nekostanding", 0.0f);
288                     }
289 
290                     this.action_stand.is_fade_anim = true;    
291                 }
292                 break;
293 
294                 case STEP.RUN:
295                 {
296                     animation.CrossFade("M02_nekodash", 0.2f);
297                 }
298                 break;
299 
300                 case STEP.JUMP:
301                 {
302                     Vector3    v = this.GetComponent<Rigidbody>().velocity;
303 
304                     v.y = Mathf.Sqrt(2.0f*9.8f*JUMP_HEIGHT_MAX);
305 
306                     this.GetComponent<Rigidbody>().velocity = v;
307 
308                     //
309 
310                     this.action_jump.is_key_released = false;
311                     this.action_jump.prevoius_step   = this.step;
312 
313                     this.action_jump.launch_velocity_xz = this.GetComponent<Rigidbody>().velocity;
314                     this.action_jump.launch_velocity_xz.y = 0.0f;
315 
316                     //
317 
318                     animation.CrossFade("M03_nekojump", 0.2f);
319                     GetComponent<AudioSource>().clip = JUMP_SOUND;
320                     GetComponent<AudioSource>().Play();
321                 }
322                 break;
323 
324                 case STEP.MISS:
325                 {                
326                     // 後ろに跳ね返る.
327 
328                     Vector3 v = this.GetComponent<Rigidbody>().velocity;
329 
330                     v.z *= -0.5f;
331 
332                     this.GetComponent<Rigidbody>().velocity = v;
333                         
334                     // エフェクト
335                     this.effect_control.createMissEffect(this);
336 
337                     // 鉄板に当たった音 or ふすまに当たった音.
338                     //
339                     if(this.action_miss.is_steel) {
340 
341                         GetComponent<AudioSource>().PlayOneShot(FAILED_STEEL_SOUND);
342 
343                     } else {
344 
345                         GetComponent<AudioSource>().PlayOneShot(FAILED_FUSUMA_SOUND);
346                     }
347 
348                     // やられ声.
349                     //
350                     GetComponent<AudioSource>().PlayOneShot(FAILED_NEKO_SOUND);
351                     
352                     animation.CrossFade("M03_nekofailed01", 0.2f);
353 
354                     this.coli_result.lock_target.enable = false;
355 
356                     this.is_fallover = false;
357                 }
358                 break;
359 
360                 case STEP.FREE_MOVE:
361                 {
362                     this.GetComponent<Rigidbody>().useGravity = false;
363 
364                     this.GetComponent<Rigidbody>().velocity = Vector3.zero;
365                 }
366                 break;
367 
368             }
369 
370             this.step      = this.next_step;
371             this.next_step = STEP.NONE;
372 
373             this.step_timer = 0.0f;
374         }
375 
376         // ---------------------------------------------------------------- //
377         // 各状態での実行処理.
378 
379         // 左右移動、ジャンプによるローテーション.
380         this.rotation_control();
381 
382         switch(this.step) {
383 
384             case STEP.STAND:
385             {
386             }
387             break;
388 
389             case STEP.RUN:
390             {
391                 // 前への加速.
392 
393                 Vector3    v = this.GetComponent<Rigidbody>().velocity;
394 
395                 v.z += (RUN_ACCELE)*Time.deltaTime;
396 
397                 v.z = Mathf.Clamp(v.z, 0.0f, RUN_SPEED_MAX);
398 
399                 // 左右への平行移動.
400 
401                 if(this.is_auto_drive) {
402 
403                     v = this.side_move_auto_drive(v, 1.0f);
404 
405                 } else {
406 
407                     v = this.side_move(v, 1.0f);
408                 }
409 
410                 //
411 
412                 this.GetComponent<Rigidbody>().velocity = v;
413             }
414             break;
415 
416             case STEP.JUMP:
417             {
418                 Vector3 v = this.GetComponent<Rigidbody>().velocity;
419 
420                 // ジャンプ中にキーを離したら、上昇速度を減らす.
421                 // (キーを押す長さでジャンプの高さを制御できるように).
422 
423                 do {
424 
425                     if(!Input.GetKeyUp(KeyCode.Space)) {
426                     
427                         break;
428                     }
429 
430                     // 一度離した後はやらない(連打対策).
431                     if(this.action_jump.is_key_released) {
432 
433                         break;
434                     }
435 
436                     // 下降中はやらない.
437                     if(this.GetComponent<Rigidbody>().velocity.y <= 0.0f) {
438 
439                         break;
440                     }
441 
442                     //
443 
444                     v.y *= JUMP_KEY_RELEASE_REDUCE;
445 
446                     this.GetComponent<Rigidbody>().velocity = v;
447 
448                     this.action_jump.is_key_released = true;
449 
450                 } while(false);
451 
452                 // 左右への平行移動.
453                 // (ジャンプ中も多少は制御できるようにしたい).
454                 //
455                 if(this.is_auto_drive) {
456 
457                     this.GetComponent<Rigidbody>().velocity = this.side_move_auto_drive(this.GetComponent<Rigidbody>().velocity, SLIDE_ACCEL_SCALE_JUMP);
458 
459                 } else {
460 
461                     this.GetComponent<Rigidbody>().velocity = this.side_move(this.GetComponent<Rigidbody>().velocity, SLIDE_ACCEL_SCALE_JUMP);
462                 }
463 
464                 //
465 
466                 // 組子に当たったときは、穴の中心の方へ誘導する.
467                 if(this.coli_result.shoji_hit_info.is_enable) {
468     
469                     //
470     
471                     v = this.GetComponent<Rigidbody>().velocity;
472             
473                     if(this.coli_result.lock_target.enable) {
474 
475                         v = this.coli_result.lock_target.position  - this.transform.position;
476                     }
477 
478                     v.z = this.action_jump.launch_velocity_xz.z;
479                         
480                     this.GetComponent<Rigidbody>().velocity = v;
481                 }
482             }
483             break;
484 
485 
486             case STEP.MISS:
487             {
488                 GameObject.FindWithTag("MainCamera").transform.SendMessage("nekoFailed");
489 
490                 // 徐々に減速する.
491 
492                 Vector3 v = this.GetComponent<Rigidbody>().velocity;
493 
494                 v.y = 0.0f;
495 
496                 float    speed_xz = v.magnitude;
497 
498                 if(this.is_grounded) {    
499 
500                     speed_xz -= RUN_SPEED_DECELE_MISS*Time.deltaTime;
501 
502                 } else {
503 
504                     speed_xz -= RUN_SPEED_DECELE_MISS_JUMP*Time.deltaTime;
505                 }
506 
507                 speed_xz = Mathf.Max(0.0f, speed_xz);
508 
509                 v.Normalize();
510 
511                 v *= speed_xz;
512 
513                 v.y = this.GetComponent<Rigidbody>().velocity.y;
514 
515                 this.GetComponent<Rigidbody>().velocity = v;
516 
517                 do {
518 
519                     if(this.is_fallover) {
520 
521                         break;
522                     }
523 
524                     if(!this.is_grounded) {
525 
526                         break;
527                     }
528 
529                     if(animation["M03_nekofailed01"].normalizedTime < 1.0f) {
530 
531                         break;
532                     }
533 
534                     animation.CrossFade("M03_nekofailed02", 0.2f);
535                     GetComponent<AudioSource>().clip = FALL_OVER_SOUND;
536                     GetComponent<AudioSource>().Play();
537 
538                     this.is_fallover = true;
539 
540                 } while(false);
541             }
542             break;
543 
544             case STEP.FREE_MOVE:
545             {
546                 float    speed = 400.0f;
547 
548                 Vector3    v = Vector3.zero;
549                 
550                 if(Input.GetKey(KeyCode.RightArrow)) {
551 
552                     v.x = +speed*Time.deltaTime;
553                 }
554                 if(Input.GetKey(KeyCode.LeftArrow)) {
555 
556                     v.x = -speed*Time.deltaTime;
557                 }
558                 if(Input.GetKey(KeyCode.UpArrow)) {
559 
560                     v.y = +speed*Time.deltaTime;
561                 }
562                 if(Input.GetKey(KeyCode.DownArrow)) {
563 
564                     v.y = -speed*Time.deltaTime;
565                 }
566                 if(Input.GetKey(KeyCode.LeftShift)) {
567 
568                     v.z = +speed*Time.deltaTime;
569                 }
570                 if(Input.GetKey(KeyCode.RightShift)) {
571 
572                     v.z = -speed*Time.deltaTime;
573                 }
574 
575                 this.GetComponent<Rigidbody>().velocity = v;
576             }
577             break;
578 
579         }
580 
581         // ---------------------------------------------------------------- //
582 
583         this.is_grounded = false;
584 
585         this.coli_result.shoji_hit_info.is_enable = false;
586 
587         this.coli_result.hole_hit_infos.clear();
588 
589         this.coli_result.obstacle_hit_info.is_enable = false;
590 
591         this.previous_velocity = this.GetComponent<Rigidbody>().velocity;
592 
593         animation["M02_nekodash"].speed = 4.0f;
594     }
595 
596     void    OnGUI()
597     {
598         /*if(this.coli_result.lock_target.enable) {
599 
600             GUI.Label(new Rect(10, 10, 100, 20), this.coli_result.lock_target.hole_index.x.ToString() + " " + this.coli_result.lock_target.hole_index.y.ToString());
601 
602         } else {
603 
604             GUI.Label(new Rect(10, 10, 100, 20), "disable");
605         }*/
606     }
607 
608     // ---------------------------------------------------------------- //
609     // コリジョン関連.
610 
611     void     OnCollisionStay(Collision other)
612     {
613         this.on_collision_common(other);
614     }
615     void     OnCollisionEnter(Collision other)
616     {
617         this.on_collision_common(other);
618     }
619     private void    on_collision_common(Collision other)
620     {
621         // 障子のコリジョンに当たったかを調べる.
622         //
623         do {
624 
625             if(other.gameObject.tag != "Syouji") {
626 
627                 break;
628             }
629 
630             ShojiControl    shoji_control = other.gameObject.GetComponent<ShojiControl>();
631 
632             if(shoji_control == null) {
633 
634                 break;
635             }
636 
637             // 障子のコリジョンにヒットしたことを記録しておく.
638 
639 
640             Vector3        position = this.transform.TransformPoint(NekoControl.COLLISION_OFFSET);
641 
642             ShojiControl.HoleIndex    hole_index = shoji_control.getClosetHole(position);
643 
644             this.coli_result.shoji_hit_info.is_enable = true;
645             this.coli_result.shoji_hit_info.hole_index = hole_index;
646             this.coli_result.shoji_hit_info.shoji_control = shoji_control;
647 
648         } while(false);
649 
650         // ふすまにあたった?.
651         
652         do {
653         
654             if(other.gameObject.tag != "Obstacle") {
655         
656                 break;
657             }
658         
659             this.coli_result.obstacle_hit_info.is_enable = true;
660             this.coli_result.obstacle_hit_info.go        = other.gameObject;
661             this.coli_result.obstacle_hit_info.is_steel  = false;
662 
663         } while(false);
664     }
665     
666     void     OnTriggerEnter(Collider other)
667     {
668         this.on_trigger_common(other);
669     }
670     
671     private void    on_trigger_common(Collider other)
672     {
673         // 穴を通過した?.
674 
675         do {
676 
677             if(other.gameObject.tag != "Hole") {
678 
679                 break;
680             }
681 
682 
683             SyoujiPaperControl    paper_control = other.GetComponent<SyoujiPaperControl>();
684 
685             if(paper_control == null) {
686 
687                 break;
688             }
689 
690             // 格子のトリガーを通過したことを記録しておく.
691 
692             if(paper_control.step == SyoujiPaperControl.STEP.STEEL) {
693 
694                 // 鉄板の場合は、障害物にあたったことにする.
695 
696                 this.coli_result.obstacle_hit_info.is_enable = true;
697                 this.coli_result.obstacle_hit_info.go        = other.gameObject;
698                 this.coli_result.obstacle_hit_info.is_steel  = true;
699 
700             } else {
701 
702                 // 紙だった場合.
703                 if(!this.coli_result.hole_hit_infos.full()) {
704     
705                     NekoColiResult.HoleHitInfo        hole_hit_info;
706             
707                     hole_hit_info.paper_control = paper_control;
708             
709                     this.coli_result.hole_hit_infos.push_back(hole_hit_info);
710                 }
711             }
712 
713         } while(false);
714     }
715 
716     // ---------------------------------------------------------------- //
717 
718     public void    beginMissAction(bool is_steel)
719     {
720         this.GetComponent<Rigidbody>().velocity = this.previous_velocity;
721         this.action_miss.is_steel = is_steel;
722 
723         this.next_step = STEP.MISS;
724     }
725 
726     // ---------------------------------------------------------------- //
727 
728     // 左右移動、ジャンプによるローテーション.
729     private void rotation_control()
730     {
731 
732         // ---------------------------------------------------------------- //
733         // 上下のローテーション.
734         Quaternion    current = this.transform.GetChild(0).transform.localRotation;
735         Quaternion    rot     = current;
736 
737         if(this.transform.position.y > 0.0f || this.step == STEP.JUMP) {        
738             // ↑処理の順番の都合上、ジャンプの1フレーム目は y == 0.0f なので、.
739             //   step も見てジャンプの1フレーム目もここにくるようにする.
740     
741             rot.x = -this.GetComponent<Rigidbody>().velocity.y/20.0f;
742         
743             float    rot_x_diff = rot.x - current.x;
744             float    rot_x_diff_limit = 2.0f;
745 
746             rot_x_diff = Mathf.Clamp(rot_x_diff, -rot_x_diff_limit*Time.deltaTime, rot_x_diff_limit*Time.deltaTime);
747 
748             rot.x = current.x + rot_x_diff;
749 
750         } else {
751         
752             rot.x = current.x;
753             rot.x *= 0.9f;
754         }
755 
756         if(this.step == STEP.MISS) {
757 
758             rot.x = current.x;
759 
760             if(this.is_grounded) {
761 
762                 rot.x *= 0.9f;
763             }
764         }
765 
766         // ---------------------------------------------------------------- //
767         // 左右のローテーション.
768 
769         rot.y = 0.0f;    
770         
771         rot.y = this.GetComponent<Rigidbody>().velocity.x/10.0f;
772         
773         float    rot_y_diff = rot.y - current.y;
774         
775         rot_y_diff = Mathf.Clamp(rot_y_diff, -0.015f, 0.015f);
776         
777         rot.y = current.y + rot_y_diff;
778 
779     
780         rot.z = 0.0f;
781 
782         // ---------------------------------------------------------------- //
783 
784         // 子供(モデル)のみを回転する.
785 
786         this.transform.GetChild(0).transform.localRotation = Quaternion.identity;
787         this.transform.GetChild(0).transform.localPosition = Vector3.zero;
788 
789         this.transform.GetChild(0).transform.Translate(COLLISION_OFFSET);
790         this.transform.GetChild(0).transform.localRotation *= rot;
791         this.transform.GetChild(0).transform.Translate(-COLLISION_OFFSET);
792     }
793 
794     // 左右への平行移動.
795     private    Vector3    side_move(Vector3 velocity, float slide_speed_scale)
796     {
797 
798         if(Input.GetKey(KeyCode.LeftArrow)) {
799 
800             velocity.x -= SLIDE_ACCEL*slide_speed_scale*Time.deltaTime;
801 
802         } else if(Input.GetKey(KeyCode.RightArrow)) {
803 
804             velocity.x += SLIDE_ACCEL*slide_speed_scale*Time.deltaTime;
805 
806         } else {
807 
808             // 左右キーがどちらも押されていないときは、速度0に戻る.
809 
810             if(velocity.x > 0.0f) {
811 
812                 velocity.x -= SLIDE_ACCEL*slide_speed_scale*Time.deltaTime;
813 
814                 velocity.x = Mathf.Max(velocity.x, 0.0f);
815 
816             } else {
817 
818                 velocity.x += SLIDE_ACCEL*slide_speed_scale*Time.deltaTime;
819 
820                 velocity.x = Mathf.Min(velocity.x, 0.0f);
821             }
822         }
823 
824         velocity.x = Mathf.Clamp(velocity.x, -SLIDE_SPEED_MAX, SLIDE_SPEED_MAX);
825 
826         return(velocity);
827     }
828 
829     // 左右への平行移動(自動運転).
830     private    Vector3    side_move_auto_drive(Vector3 velocity, float slide_speed_scale)
831     {
832         const float        center_x = 0.0001f;
833 
834         if(this.transform.position.x > center_x) {
835 
836             velocity.x -= SLIDE_ACCEL*slide_speed_scale*Time.deltaTime;
837 
838         } else if(this.transform.position.x < -center_x) {
839 
840             velocity.x += SLIDE_ACCEL*slide_speed_scale*Time.deltaTime;
841 
842         } else {
843 
844             // 左右キーがどちらも押されていないときは、速度0に戻る.
845 
846             if(velocity.x > 0.0f) {
847 
848                 velocity.x -= SLIDE_ACCEL*slide_speed_scale*Time.deltaTime;
849 
850                 velocity.x = Mathf.Max(velocity.x, 0.0f);
851 
852             } else {
853 
854                 velocity.x += SLIDE_ACCEL*slide_speed_scale*Time.deltaTime;
855 
856                 velocity.x = Mathf.Min(velocity.x, 0.0f);
857             }
858         }
859 
860         // 真中に近づいてきたら、徐々に横移動が少なくなる(直進に近くなる)ように.
861         velocity.x = Mathf.Clamp(velocity.x, -Mathf.Abs(this.transform.position.x), Mathf.Abs(this.transform.position.x));
862 
863 
864         velocity.x = Mathf.Clamp(velocity.x, -SLIDE_SPEED_MAX, SLIDE_SPEED_MAX);
865 
866         return(velocity);
867     }    
868     
869     // 自動運転開始(クリアー後).
870     public void    beginAutoDrive()
871     {
872         this.is_auto_drive = true;
873     }
874 
875 }
NekoControl
  1 using UnityEngine;
  2 using System.Collections;
  3 
  4 /// <summary>
  5 /// 控制所有的房间(房间模型的移动等)
  6 /// </summary>
  7 public class RoomControl : MonoBehaviour {
  8 
  9     public GameObject    roomPrefab = null;
 10     public GameObject    shojiPrefab = null;
 11 
 12     private FloorControl[]    rooms;
 13 
 14     // カメラ.
 15     private GameObject main_camera = null;
 16 
 17     public static float    MODEL_LENGTH   = 15.0f;
 18     public static float    MODEL_Z_OFFSET = 0.0f;
 19 
 20     public static float    RESTART_Z_OFFSET = 5.0f;        //リスタート位置のオフセット.
 21 
 22     public static int    MODEL_NUM = 3;
 23 
 24     private int        start_model_index = 0;                // いちばん手前にあるモデルのインデックス.
 25 
 26     private LevelControl    level_control;
 27     private    ShojiControl    shoji_control;                // 障子(ひとつを使いまわす).
 28     private    SceneControl    scene_control;
 29 
 30     private int        room_count = 0;                        // 進んだ部屋の数.
 31     private    bool    is_closed = false;                    // 障子が閉まった?(次の部屋へ進むごとにリセット).
 32 
 33     // ---------------------------------------------------------------- //
 34     
 35     // Sound
 36     public AudioClip CLOSE_SOUND = null;
 37     public AudioClip CLOSE_END_SOUND = null;
 38     
 39     // ---------------------------------------------------------------- //
 40 
 41     // Use this for initialization
 42     void Start () {
 43 
 44         this.rooms = new FloorControl[MODEL_NUM];
 45 
 46         for(int i = 0;i < 3;i++) {
 47     
 48             this.rooms[i] = (Instantiate(this.roomPrefab) as GameObject).GetComponent<FloorControl>();
 49 
 50             this.rooms[i].transform.position = new Vector3(0.0f, 0.0f, MODEL_Z_OFFSET + (float)i*MODEL_LENGTH);
 51         }
 52 
 53         this.start_model_index = 0;
 54 
 55         this.rooms[(this.start_model_index + 0)%MODEL_NUM].setOpen();
 56         this.rooms[(this.start_model_index + 1)%MODEL_NUM].setOpen();
 57         this.rooms[(this.start_model_index + 2)%MODEL_NUM].setClose();
 58 
 59         this.shoji_control = (Instantiate(this.shojiPrefab) as GameObject).GetComponent<ShojiControl>();
 60 
 61         this.rooms[(this.start_model_index + 0)%MODEL_NUM].attachShouji(this.shoji_control);
 62 
 63         //
 64 
 65         // カメラのインスタンスを探しておく.
 66         this.main_camera = GameObject.FindGameObjectWithTag("MainCamera");
 67 
 68         this.scene_control = this.main_camera.GetComponent<SceneControl>();
 69 
 70         this.level_control = GameObject.FindGameObjectWithTag("GameController").GetComponent<LevelControl>();
 71     }
 72 
 73     // Update is called once per frame
 74     void     Update()
 75     {
 76         FloorControl    room = this.rooms[this.start_model_index];
 77 
 78         // 一番後ろのモデルがカメラの後ろに来たら、奥に移動させる.
 79         //
 80         if(room.transform.position.z + MODEL_LENGTH < this.main_camera.transform.position.z) {
 81 
 82             // 一番後ろのモデルを奥に移動させる.
 83 
 84             Vector3        new_position = room.transform.position;
 85 
 86             new_position.z += MODEL_LENGTH*MODEL_NUM;
 87 
 88             room.transform.position = new_position;
 89 
 90             //
 91 
 92             this.rooms[(this.start_model_index + 0)%MODEL_NUM].attachShouji(null);
 93 
 94             // 「一番手前にあるモデルのインデックス」を進める.
 95             //
 96             this.start_model_index = (this.start_model_index + 1)%MODEL_NUM;
 97 
 98 
 99             // 一番手前の部屋 → 障子をアタッチして、開けた状態にしておく.
100 
101             if(this.scene_control.step == SceneControl.STEP.GAME) {
102 
103                 this.rooms[(this.start_model_index + 0)%MODEL_NUM].attachShouji(this.shoji_control);
104                 this.rooms[(this.start_model_index + 0)%MODEL_NUM].setOpen();
105                 
106             } else {
107 
108                 this.shoji_control.gameObject.SetActive(false);
109             }
110 
111             // 二番目の部屋 → ふすまを開き始める.
112 
113             this.rooms[(this.start_model_index + 1)%MODEL_NUM].beginOpen();
114 
115             // 三番目番目の部屋 → ふすまが閉めきった状態にする.
116 
117             this.rooms[(this.start_model_index + 2)%MODEL_NUM].setClose();
118 
119             // 何度も通過した穴を鉄板にする.
120 
121             foreach(var paper_control in this.shoji_control.papers) {
122 
123                 if(this.level_control.getChangeSteelCount() > 0) {
124 
125                     if(paper_control.through_count >= this.level_control.getChangeSteelCount()) {
126 
127                         paper_control.beginSteel();
128                     }
129                 }
130             }
131 
132             //
133 
134             this.room_count++;
135             this.is_closed = false;
136         }
137 
138         // カメラが近づいたら、閉める.
139         //
140         // 本当はプレイヤーを見るべきだけど、部屋モデルのリピート処理がカメラを.
141         // みている関係上、こちらもカメラを見る.
142 
143         float    close_distance = MODEL_LENGTH - this.level_control.getCloseDistance();
144 
145         if(room.transform.position.z + close_distance < this.main_camera.transform.position.z) {
146 
147             do {
148 
149                 if(this.is_closed) {
150 
151                     break;
152                 }
153 
154                 // スタート直後は閉まらないようにする.
155                 if(this.room_count < 1) {
156 
157                     break;
158                 }
159 
160                 // 障子を閉める.
161     
162                 if(this.scene_control.step == SceneControl.STEP.GAME) {
163     
164                     FloorControl.CLOSING_PATTERN_TYPE    type;
165                     bool                                is_flip;
166                     FloorControl.ClosingPatternParam    param;
167 
168                     this.level_control.getClosingPattern(out type, out is_flip, out param);
169 
170                     this.rooms[(this.start_model_index + 0)%MODEL_NUM].setClosingPatternType(type, is_flip, param);
171                     this.rooms[(this.start_model_index + 0)%MODEL_NUM].beginCloseShoji();
172                 }
173 
174                 this.is_closed = true;
175 
176             } while(false);
177         }
178 
179     #if false
180         // デバッグ機能.
181         // フルキーの数字キーで、障子の登場パターンを再生する.
182 
183         for(int i = (int)KeyCode.Alpha1;i <= (int)KeyCode.Alpha9;i++) {
184 
185             if(Input.GetKeyDown((KeyCode)i)) {
186 
187                 FloorControl.CLOSING_PATTERN_TYPE    type = (FloorControl.CLOSING_PATTERN_TYPE)(i - (int)KeyCode.Alpha1);
188 
189                 bool    is_flip = Input.GetKey(KeyCode.RightShift);
190 
191                 this.rooms[(this.start_model_index + 0)%MODEL_NUM].attachShouji(this.shoji_control);
192                 this.rooms[(this.start_model_index + 0)%MODEL_NUM].setClosingPatternType(type, is_flip);
193                 this.rooms[(this.start_model_index + 0)%MODEL_NUM].beginCloseShoji();
194             }
195         }
196     #endif
197     }
198 
199     public void    onRestart()
200     {
201         this.room_count = 0;
202         this.is_closed = false;
203 
204         this.rooms[(this.start_model_index + 0)%MODEL_NUM].attachShouji(this.shoji_control);
205         this.rooms[(this.start_model_index + 0)%MODEL_NUM].setOpen();
206         this.rooms[(this.start_model_index + 1)%MODEL_NUM].setOpen();
207         this.rooms[(this.start_model_index + 2)%MODEL_NUM].setClose();
208     }
209 
210     // ミスした後のリスタート位置を取得する.
211     public Vector3    getRestartPosition()
212     {
213         Vector3    position;
214 
215         position = this.rooms[this.start_model_index].transform.position;
216 
217         position.z += RESTART_Z_OFFSET;
218 
219         return(position);
220     }
221 
222     // 紙ののこり枚数を取得する.
223     public int    getPaperNum()
224     {
225         return(this.shoji_control.getPaperNum());
226     }
227 }
RoomControl
  1 using UnityEngine;
  2 using System.Collections;
  3 
  4 /// <summary>
  5 /// 游戏流程管理
  6 /// </summary>
  7 public class SceneControl : MonoBehaviour {
  8 
  9     public enum STEP {
 10 
 11         NONE = -1,
 12 
 13         GAME = 0,            // ゲーム中.
 14         GAMEOVER,            // ゲームオーバー.
 15         CLEAR,                // ゲームクリアー.
 16 
 17         NUM,
 18     };
 19 
 20     public STEP            step      = STEP.NONE;
 21     public STEP            next_step = STEP.NONE;
 22     public float        step_timer = 0.0f;
 23 
 24     // ---------------------------------------------------------------- //
 25 
 26     private int    combo_count = 0;        // コンボカウント 連続して紙をやぶった回数.
 27         
 28     // Life Setting
 29     public Texture2D LifeTexture = null;    
 30     public static int init_lifecnt = 5;
 31     public static int lifecnt = init_lifecnt;
 32 
 33     public Texture2D FailedTexture = null;
 34     public Texture2D Combo01Texture = null;
 35     public Texture2D Combo02Texture = null;
 36     public Texture2D EndTexture = null;
 37     
 38     private float TextureWidth  = 0.0f;
 39     private float TextureHeight = 0.0f;
 40     private float TextureScale = 200.0f;
 41 
 42     private float TextureX  = 10.0f;
 43     private float TextureY = 480.0f;
 44     private float TexturePosScale = 600.0f;
 45     
 46     // ---------------------------------------------------------------- //
 47 
 48     public bool        clearflg = false;            // 「おしまい」表示中?.
 49     public float    clear_timer = 0.0f;
 50 
 51     public enum COMBO {
 52 
 53         FAILED = -1,
 54         NORMAL = 0,
 55         
 56         CHAIN01,
 57         CHAIN02,
 58     };
 59 
 60     public COMBO combo = COMBO.NORMAL;
 61 
 62     // ---------------------------------------------------------------- //
 63     // Audio
 64     public AudioClip COMBO_SOUND_01 = null;
 65     public AudioClip COMBO_SOUND_02 = null;
 66     public AudioClip COMBO_SOUND_03 = null;
 67     
 68     public AudioClip CLEAR_SOUND = null;
 69     public AudioClip CLEAR_NEKO_SOUND = null;
 70     public AudioClip CLEAR_LOOP_SOUND = null;
 71     public AudioClip GAMEOVER_SOUND = null;
 72     public AudioClip GAMEOVER_NEKO_SOUND = null;
 73 
 74     public NekoControl    neko_control = null;
 75     public RoomControl    room_control = null;
 76 
 77     // ---------------------------------------------------------------- //
 78     // Syouji Setting
 79     public Transform syouji = null;
 80     public Transform syouji_paper = null;
 81     public GameObject syouji_steel = null;
 82     private int SyoujiCnt = 0;
 83     
 84     // ---------------------------------------------------------------- //
 85 
 86     // Use this for initialization
 87     void Start () {
 88 
 89         this.neko_control = GameObject.FindGameObjectWithTag("NekoPlayer").GetComponent<NekoControl>();
 90 
 91         this.room_control = GameObject.FindGameObjectWithTag("RoomControl").GetComponent<RoomControl>();
 92 
 93         this.clearflg = false;
 94     }
 95     
 96     // Update is called once per frame
 97     void Update () {
 98 
 99         this.step_timer += Time.deltaTime;
100 
101         // ---------------------------------------------------------------- //
102         // 次の状態に移るかどうかを、チェックする.
103 
104         if(this.next_step == STEP.NONE) {
105 
106             switch(this.step) {
107     
108                 case STEP.NONE:
109                 {
110                     this.next_step = STEP.GAME;
111                 }
112                 break;
113 
114                 case STEP.GAME:
115                 {
116                     int        shoji_num = this.getPaperNum();
117 
118                     if(shoji_num == 0) {
119 
120                         this.next_step = STEP.CLEAR;
121                     }
122 
123                     if(this.getLifeCount() <= 0) {
124 
125                         this.next_step = STEP.GAMEOVER;
126                     }
127                 }
128                 break;
129             }
130         }
131 
132         // ---------------------------------------------------------------- //
133         // 状態が遷移したときの初期化.
134 
135         if(this.next_step != STEP.NONE) {
136 
137             switch(this.next_step) {
138     
139                 case STEP.GAME:
140                 {
141                     this.clearComboCount();
142                     this.clear_timer = 0.0f;
143                     lifecnt = init_lifecnt;
144                 }
145                 break;
146 
147                 case STEP.CLEAR:
148                 {
149                     // 自動運転開始.
150                     this.neko_control.beginAutoDrive();
151                     StartCoroutine("gameClear");
152                 }
153                 break;
154 
155                 case STEP.GAMEOVER:
156                 {
157                     // 「おしまい」をすぐに表示.
158                     this.clearflg = true;
159                 }
160                 break;
161             }
162 
163             this.step      = this.next_step;
164             this.next_step = STEP.NONE;
165 
166             this.step_timer = 0.0f;
167         }
168 
169         // ---------------------------------------------------------------- //
170         // 各状態での実行処理.
171 
172         switch(this.step) {
173 
174             case STEP.CLEAR:
175             {
176                 if(!this.clearflg) {
177 
178                     // 一定時間たったら、「おしまい」を自動的に表示.
179                     if(this.step_timer > CLEAR_NEKO_SOUND.length + CLEAR_SOUND.length + CLEAR_LOOP_SOUND.length) {
180 
181                         this.clearflg = true;
182                     }
183                 }
184             }
185             break;
186             
187         }
188 
189         // ---------------------------------------------------------------- //
190     }
191 
192     
193     void OnGUI () {
194 
195         if(!LifeTexture) {
196             
197             Debug.LogError("A Texture is not assigned.");
198             return;
199         }
200 
201         for ( int i = 0; i < lifecnt - 1; i++ ) {
202         
203             GUI.Label(new Rect(10, 4*Screen.height/5-25*i, LifeTexture.width/2, LifeTexture.height/2), LifeTexture);
204             
205         }
206         
207         if ( lifecnt > 0 ) {
208             
209             switch(this.combo) {
210     
211                 case COMBO.FAILED:
212                 {
213                     this.TextureWidth  -= this.TextureScale*Time.deltaTime;
214                     this.TextureWidth   = Mathf.Clamp(this.TextureWidth, FailedTexture.width/8, Combo02Texture.width/6);
215                     this.TextureHeight -= this.TextureScale*Time.deltaTime;
216                     this.TextureHeight  = Mathf.Clamp(this.TextureHeight, FailedTexture.height/8, Combo02Texture.height/6);
217 
218                     this.TextureX += this.TexturePosScale*Time.deltaTime;
219                     this.TextureX  = Mathf.Clamp(this.TextureX, 0, 10);
220                     this.TextureY += this.TexturePosScale*Time.deltaTime;
221                     this.TextureY  = Mathf.Clamp(this.TextureY, 4*Screen.height/5-35*(lifecnt - 1), 4*Screen.height/5-25*(lifecnt - 1));
222                 
223                     GUI.Label(new Rect(this.TextureX, this.TextureY, this.TextureWidth, this.TextureHeight), FailedTexture);
224                 }
225                 break;
226 
227                 case COMBO.NORMAL:
228                 {
229                     this.TextureWidth  -= this.TextureScale*Time.deltaTime;
230                     this.TextureWidth   = Mathf.Clamp(this.TextureWidth, LifeTexture.width/2, Combo02Texture.width/6);
231                     this.TextureHeight -= this.TextureScale*Time.deltaTime;
232                     this.TextureHeight  = Mathf.Clamp(this.TextureHeight, LifeTexture.height/2, Combo02Texture.height/6);
233 
234                     this.TextureX += this.TexturePosScale*Time.deltaTime;
235                     this.TextureX  = Mathf.Clamp(this.TextureX, 0, 10);
236                     this.TextureY += this.TexturePosScale*Time.deltaTime;
237                     this.TextureY  = Mathf.Clamp(this.TextureY, 4*Screen.height/5-35*(lifecnt - 1), 4*Screen.height/5-25*(lifecnt - 1));
238                 
239                     GUI.Label(new Rect(this.TextureX, this.TextureY, this.TextureWidth, this.TextureHeight), LifeTexture);
240                 }
241                 break;
242 
243                 case COMBO.CHAIN01:
244                 {
245                     this.TextureWidth  += this.TextureScale*Time.deltaTime;
246                     this.TextureWidth   = Mathf.Clamp(this.TextureWidth, LifeTexture.width/2, Combo01Texture.width/6);
247                     this.TextureHeight += this.TextureScale*Time.deltaTime;
248                     this.TextureHeight  = Mathf.Clamp(this.TextureHeight, LifeTexture.height/2, Combo01Texture.height/6);
249 
250                     this.TextureX -= this.TexturePosScale*Time.deltaTime;
251                     this.TextureX  = Mathf.Clamp(this.TextureX, 7, 10);
252                     this.TextureY -= this.TexturePosScale*Time.deltaTime;
253                     this.TextureY  = Mathf.Clamp(this.TextureY, 4*Screen.height/5-21*lifecnt, 4*Screen.height/5-14*lifecnt);
254                 
255                     GUI.Label(new Rect(this.TextureX, this.TextureY, this.TextureWidth, this.TextureHeight), Combo01Texture);
256                 }
257                 break;
258 
259                 case COMBO.CHAIN02:
260                 {
261                     this.TextureWidth  += this.TextureScale*Time.deltaTime;
262                     this.TextureWidth   = Mathf.Clamp(this.TextureWidth, Combo01Texture.width/6, Combo02Texture.width/4);
263                     this.TextureHeight += this.TextureScale*Time.deltaTime;
264                     this.TextureHeight  = Mathf.Clamp(this.TextureHeight, Combo01Texture.height/6, Combo02Texture.height/4);
265 
266                     this.TextureX -= this.TexturePosScale*Time.deltaTime;
267                     this.TextureX  = Mathf.Clamp(this.TextureX, 0, 7);
268                     this.TextureY -= this.TexturePosScale*Time.deltaTime;
269                     this.TextureY  = Mathf.Clamp(this.TextureY, 4*Screen.height/5-28*lifecnt, 4*Screen.height/5-24*lifecnt);
270 
271                     GUI.Label(new Rect(this.TextureX, this.TextureY, this.TextureWidth, this.TextureHeight), Combo02Texture);
272                 }
273                 break;
274             }
275         }
276 
277         // Count SyoujiPaper from Tags
278         SyoujiCnt = this.getPaperNum();
279         
280         if((SyoujiCnt <= 0) || (lifecnt <=0)) {
281 
282             if ( Input.GetMouseButton(0) ) {
283     
284                 this.clearflg = true;
285 
286             }
287 
288             if (this.clearflg) {
289     
290                 this.clear_timer += Time.deltaTime;
291     
292                 GUI.Label(new Rect(64, 112, EndTexture.width, EndTexture.height), EndTexture);
293 
294                 if ( (Input.GetMouseButton(0)) && (clear_timer > 1.0f)) {
295 
296                     Application.LoadLevel("TitleScene");
297                 }
298             }
299         }
300 
301         //
302     }
303     
304     void applyDamage(int damage) {
305 
306         this.clearComboCount();
307         lifecnt -= damage;
308         
309         if ( lifecnt <= 0 ) {
310 
311             StartCoroutine("gameOver");
312         }
313     }
314     
315     void nekoFailed() {
316 
317         this.combo = COMBO.FAILED;
318     }
319 
320     public int getLifeCount()
321     {
322         return(SceneControl.lifecnt);
323     }
324 
325     // 紙の残り枚数を取得する.
326     public int getPaperNum()
327     {
328         return(this.room_control.getPaperNum());
329     }
330 
331     // コンボカウントプラス.
332     public void    addComboCount()
333     {
334         this.combo_count++;
335         
336         switch(this.combo_count) {
337             
338             case 0:
339             {
340                 GetComponent<AudioSource>().clip = COMBO_SOUND_01;
341             }
342             break;
343 
344             case 1:
345             {
346                 GetComponent<AudioSource>().clip = COMBO_SOUND_01;
347             }
348             break;
349 
350             case 2:
351             {
352                 GetComponent<AudioSource>().clip = COMBO_SOUND_02;
353                 this.combo = COMBO.CHAIN01;
354             }
355             break;
356 
357             default:
358             {
359                 GetComponent<AudioSource>().clip = COMBO_SOUND_03;
360                 this.combo = COMBO.CHAIN02;
361             }
362             break;
363 
364         }
365         
366         GetComponent<AudioSource>().Play();
367     }
368 
369     // コンボカウントを0にする.
370     public void    clearComboCount()
371     {
372         this.combo_count = 0;
373         this.combo = COMBO.NORMAL;
374     }
375     
376     private IEnumerator gameClear()
377     {
378         GetComponent<AudioSource>().clip = CLEAR_NEKO_SOUND;
379         GetComponent<AudioSource>().Play();
380 
381         yield return new WaitForSeconds(CLEAR_NEKO_SOUND.length);
382         GetComponent<AudioSource>().clip = CLEAR_SOUND;
383         GetComponent<AudioSource>().Play();
384 
385         yield return new WaitForSeconds(CLEAR_SOUND.length);
386         GetComponent<AudioSource>().clip = CLEAR_LOOP_SOUND;
387         GetComponent<AudioSource>().loop = true;
388         GetComponent<AudioSource>().Play();
389     }
390     
391     private IEnumerator gameOver()
392     {
393         GetComponent<AudioSource>().clip = GAMEOVER_NEKO_SOUND;
394         GetComponent<AudioSource>().Play();
395 
396         yield return new WaitForSeconds(GAMEOVER_NEKO_SOUND.length);
397         GetComponent<AudioSource>().clip = GAMEOVER_SOUND;
398         GetComponent<AudioSource>().Play();
399     }
400     
401 }
SceneControl
  1 using UnityEngine;
  2 using System.Collections;
  3 
  4 /// <summary>
  5 /// 控制窗户
  6 /// </summary>
  7 public class ShojiControl:MonoBehaviour {
  8 
  9     /// <summary>
 10     /// 洞索引
 11     /// </summary>
 12     public struct HoleIndex {
 13         /// <summary>
 14         /// x
 15         /// </summary>
 16         public int x;
 17         /// <summary>
 18         /// y
 19         /// </summary>
 20         public int y;
 21 
 22     };
 23 
 24     /// <summary>
 25     /// 初始x位置
 26     /// </summary>
 27     public float init_x = 0.0f;
 28     /// <summary>
 29     /// 初始y位置
 30     /// </summary>
 31     public float init_y = 2.0f;
 32     /// <summary>
 33     /// 初始z位置
 34     /// </summary>
 35     public float init_z = 5.0f;
 36 
 37     // 床の幅(Z方向).
 38     public static float WIDTH = 15.0f;
 39 
 40     // プレイヤーとの距離 (DIST < WIDTH).
 41     public float DIST = 10.0f;
 42 
 43     // 自オブジェクト移動距離.
 44     public static float MOVE = 0.1f;
 45 
 46     // 自オブジェクトニュートラルポジション.
 47     public Vector3 neutral_position;
 48 
 49     public GameObject paperPrefab;
 50 
 51     /// <summary>
 52     /// 窗户纸二维数组
 53     /// </summary>
 54     public SyoujiPaperControl[,] papers;
 55 
 56     /// <summary>
 57     /// 窗户纸x轴大小
 58     /// </summary>
 59     public static float TILE_SIZE_X = 0.85f;
 60     /// <summary>
 61     /// 窗户纸y轴大小
 62     /// </summary>
 63     public static float TILE_SIZE_Y = 0.94f;
 64     /// <summary>
 65     /// 窗户纸原始x
 66     /// </summary>
 67     public static float TILE_ORIGIN_X = -0.85f;
 68     /// <summary>
 69     /// 窗户纸原始y
 70     /// </summary>
 71     public static float TILE_ORIGIN_Y = 1.92f;
 72 
 73     /// <summary>
 74     /// x轴上窗户纸数量
 75     /// </summary>
 76     public static int TILE_NUM_X = 3;
 77     /// <summary>
 78     /// y轴上窗户纸数量
 79     /// </summary>
 80     public static int TILE_NUM_Y = 3;
 81 
 82     /// <summary>
 83     /// 窗户纸数量
 84     /// </summary>
 85     public int paper_num = TILE_NUM_X * TILE_NUM_Y;
 86 
 87 
 88     void Start() {
 89 
 90         this.neutral_position = this.transform.position;
 91 
 92         this.papers = new SyoujiPaperControl[TILE_NUM_X,TILE_NUM_Y];
 93 
 94         for(int x = 0;x < TILE_NUM_X;x++) {
 95             for(int y = 0;y < TILE_NUM_Y;y++) {
 96                 //实例化窗户纸预设
 97                 GameObject go = Instantiate(this.paperPrefab) as GameObject;
 98                 go.transform.parent = this.transform;
 99 
100                 //根据纸的索引计算实际显示的位置
101                 Vector3 position = go.transform.localPosition;
102                 position.x = TILE_ORIGIN_X + x * TILE_SIZE_X;
103                 position.y = TILE_ORIGIN_Y + y * TILE_SIZE_Y;
104                 position.z = 0.0f;
105                 go.transform.localPosition = position;
106 
107                 //设置窗户纸的控制脚本
108                 SyoujiPaperControl paper_control = go.GetComponent<SyoujiPaperControl>();
109                 paper_control.shoji_control = this;
110                 paper_control.hole_index.x = x;
111                 paper_control.hole_index.y = y;
112 
113                 this.papers[x,y] = paper_control;
114             }
115         }
116         this.paper_num = this.papers.Length;
117     }
118 
119     void Update() {
120 
121     }
122 
123     /// <summary>
124     /// 窗户纸被破坏
125     /// </summary>
126     public void onPaperBreak() {
127         //窗户纸数量减1
128         this.paper_num--;
129         //保证窗户纸数量不小于0
130         this.paper_num = Mathf.Max(0,this.paper_num);
131 
132         // 空振りカウンター(破れた後に通過した回数)をリセットする.
133         //
134         // 1.紙Aをやぶる
135         // 2.紙Aを通過(紙Aの空振りカウンターが増加)
136         // 3.紙Bをやぶる
137         // 4.紙Bを通過 ←このタイミングで紙Aが鉄板化してしまうことがあるので.
138 
139         for(int x = 0;x < TILE_NUM_X;x++) {
140 
141             for(int y = 0;y < TILE_NUM_Y;y++) {
142 
143                 this.papers[x,y].resetThroughCount();
144             }
145         }
146     }
147 
148     // 紙の残り枚数を取得する.
149     public int getPaperNum() {
150         return (this.paper_num);
151     }
152 
153     // 『格子の穴』インデックスが有効?.
154     public bool isValidHoleIndex(HoleIndex hole_index) {
155         bool ret = false;
156 
157         do {
158 
159             ret = false;
160 
161             if(hole_index.x < 0 || TILE_NUM_X <= hole_index.x) {
162 
163                 break;
164             }
165             if(hole_index.y < 0 || TILE_NUM_Y <= hole_index.y) {
166 
167                 break;
168             }
169 
170             ret = true;
171 
172         } while(false);
173 
174         return (ret);
175     }
176 
177     // いちばん近い『格子の穴』を取得する.
178     public HoleIndex getClosetHole(Vector3 position) {
179         HoleIndex hole_index;
180 
181         position = this.transform.InverseTransformPoint(position);
182 
183         hole_index.x = Mathf.RoundToInt((position.x - TILE_ORIGIN_X) / TILE_SIZE_X);
184         hole_index.y = Mathf.RoundToInt((position.y - TILE_ORIGIN_Y) / TILE_SIZE_Y);
185 
186         return (hole_index);
187     }
188 
189     // 『格子の穴』の位置座標を取得する.
190     public Vector3 getHoleWorldPosition(int hole_pos_x,int hole_pos_y) {
191         Vector3 position;
192 
193         position.x = (float)hole_pos_x * TILE_SIZE_X + TILE_ORIGIN_X;
194         position.y = (float)hole_pos_y * TILE_SIZE_Y + TILE_ORIGIN_Y;
195         position.z = 0.0f;
196 
197         position = this.transform.TransformPoint(position);
198 
199         return (position);
200     }
201 
202 }
ShojiControl
 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 /// <summary>
 5 /// 窗户,拉门的共通处理
 6 /// </summary>
 7 public class ShutterControl:MonoBehaviour {
 8 
 9     /// <summary>
10     /// 设置x位置
11     /// </summary>
12     public void setX(float x) {
13         Vector3 position = this.transform.localPosition;
14         position.x = x;
15         this.transform.localPosition = position;
16     }
17 }
ShutterControl
 1 //using UnityEngine;
 2 using System.Collections;
 3 
 4 // std::vector っぽい配列(ただしサイズは固定、値型じゃないとだめかも).
 5 public class StaticArray<T> {
 6 
 7 
 8     public StaticArray(int max_num)
 9     {
10         this.entity = new T[max_num];
11 
12         this.num_max     = max_num;
13         this.num_current = 0;
14 
15     }
16 
17     //
18 
19     public void        push_back(T x)
20     {
21         if(this.num_current < this.num_max) {
22 
23             this.entity[this.num_current++] = x;
24         }
25     }
26     public int        size()
27     {
28         return(this.num_current);
29     }
30     public int        capacity()
31     {
32         return(this.num_max);
33     }
34     public bool        full()
35     {
36         return(this.num_current >= this.num_max);
37     }
38 
39     public void        resize(int size)
40     {
41         this.num_current = size;
42     }
43     public void        clear()
44     {
45         this.resize(0);
46     }
47 
48     public void        erase_by_index(int index)
49     {
50         for(int i = index;i < this.num_current - 1;i++) {
51 
52             this.entity[i] = this.entity[i + 1];
53         }
54 
55         this.num_current--;
56     }
57 
58     public void        swap(int i, int j)
59     {
60         T    temp;
61 
62         temp           = this.entity[i];
63         this.entity[i] = this.entity[j];
64         this.entity[j] = temp;
65     }
66 
67     public T    this[int i]
68     {
69         get { return(this.entity[i]); }
70         set { this.entity[i] = value; }
71     } 
72     public IEnumerator GetEnumerator()
73     {
74         int        i = 0;
75 
76         for(i = 0;i < this.num_max;i++) {
77 
78             yield return(this.entity[i]);
79         }
80     }
81 
82     private int        num_max;
83     private int        num_current;
84 
85     private T[]        entity;
86 };
StaticArray
 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 /// <summary>
 5 /// 播放猫的脚步声
 6 /// </summary>
 7 public class StepSoundControl:MonoBehaviour {
 8 
 9     /// <summary>
10     /// 行走声音1
11     /// </summary>
12     public AudioClip stepSE1 = null;
13     /// <summary>
14     /// 行走声音2
15     /// </summary>
16     public AudioClip stepSE2 = null;
17 
18     /// <summary>
19     /// 当前行走声音
20     /// </summary>
21     public int step_sound_sel = 0;
22 
23     void Start() {
24         //给动画剪辑添加播放声音事件
25         AnimationEvent ev = new AnimationEvent();
26         ev.time = this.GetComponent<Animation>()["M02_nekodash"].clip.length / 2.0f; ;
27         ev.functionName = "PlayStepSound";
28         this.GetComponent<Animation>()["M02_nekodash"].clip.AddEvent(ev);
29     }
30 
31     /// <summary>
32     /// 播放声音
33     /// </summary>
34     public void PlayStepSound(AnimationEvent ev) {
35         if(this.step_sound_sel == 0) {
36             this.GetComponent<AudioSource>().PlayOneShot(this.stepSE1);
37         } else {
38             this.GetComponent<AudioSource>().PlayOneShot(this.stepSE2);
39         }
40         this.step_sound_sel = (this.step_sound_sel + 1) % 2;
41     }
42 }
StepSoundControl
  1 using UnityEngine;
  2 using System.Collections;
  3 
  4 /// <summary>
  5 /// 控制单张窗户纸(状态[普通/破损/铁板]管理等)
  6 /// </summary>
  7 public class SyoujiPaperControl:MonoBehaviour {
  8 
  9     /// <summary>
 10     /// 木窗纸状态
 11     /// </summary>
 12     public enum STEP {
 13         /// <summary>
 14         /// 默认
 15         /// </summary>
 16         NONE = -1,
 17         /// <summary>
 18         /// 19         /// </summary>
 20         PAPER = 0,
 21         /// <summary>
 22         /// 损坏
 23         /// </summary>
 24         BROKEN,
 25         /// <summary>
 26         /// 27         /// </summary>
 28         STEEL,
 29     };
 30 
 31     /// <summary>
 32     /// 当前状态
 33     /// </summary>
 34     public STEP step = STEP.NONE;
 35     /// <summary>
 36     /// 下一个状态
 37     /// </summary>
 38     public STEP next_step = STEP.NONE;
 39     /// <summary>
 40     /// 状态计时器
 41     /// </summary>
 42     public float step_timer = 0.0f;
 43 
 44     /// <summary>
 45     /// 流程管理
 46     /// </summary>
 47     private SceneControl scene_control = null;
 48     /// <summary>
 49     /// 窗户控制
 50     /// </summary>
 51     public ShojiControl shoji_control = null;
 52 
 53     /// <summary>
 54     /// 在木窗中的洞索引
 55     /// </summary>
 56     public ShojiControl.HoleIndex hole_index;
 57 
 58     /// <summary>
 59     /// 60     /// </summary>
 61     public GameObject paper_object = null;
 62     /// <summary>
 63     /// 破坏的纸
 64     /// </summary>
 65     public GameObject broken_object = null;
 66     /// <summary>
 67     /// 68     /// </summary>
 69     public GameObject steel_object = null;
 70 
 71     /// <summary>
 72     /// 成功穿过的声音
 73     /// </summary>
 74     public AudioClip SUCCESS_SOUND = null;
 75 
 76     /// <summary>
 77     /// 穿过的次数
 78     /// </summary>
 79     public int through_count = 0;
 80 
 81     void Start() {
 82         //查找场景管理
 83         this.scene_control = GameObject.FindWithTag("MainCamera").GetComponent<SceneControl>();
 84         //设置子物体
 85         for(int i = 0;i < this.transform.childCount;i++) {
 86             GameObject child = this.transform.GetChild(i).gameObject;
 87             switch(child.tag) {
 88             case "SyoujiPaper": {
 89                     this.paper_object = child;
 90                 }
 91                 break;
 92             case "SyoujiPaperBroken": {
 93                     this.broken_object = child;
 94                 }
 95                 break;
 96             case "SyoujiSteel": {
 97                     this.steel_object = child;
 98                 }
 99                 break;
100             }
101         }
102 
103         this.paper_object.SetActive(false);
104         this.broken_object.SetActive(false);
105         this.steel_object.SetActive(false);
106 
107         //设置下一个状态为纸
108         this.next_step = STEP.PAPER;
109     }
110 
111     void Update() {
112         //计时器加上本帧时间
113         this.step_timer += Time.deltaTime;
114 
115         //根据下一个状态设置 子物体的显隐
116         if(this.next_step != STEP.NONE) {
117             switch(this.next_step) {
118             case STEP.PAPER: {
119                     this.paper_object.SetActive(true);
120                     this.broken_object.SetActive(false);
121                     this.steel_object.SetActive(false);
122                 }
123                 break;
124             case STEP.BROKEN: {
125                     this.paper_object.SetActive(false);
126                     this.broken_object.SetActive(true);
127                     this.steel_object.SetActive(false);
128                     //播放成功声音
129                     this.GetComponent<AudioSource>().PlayOneShot(SUCCESS_SOUND);
130                 }
131                 break;
132             case STEP.STEEL: {
133                     this.paper_object.SetActive(false);
134                     this.broken_object.SetActive(false);
135                     this.steel_object.SetActive(true);
136                 }
137                 break;
138             }
139 
140             //当前状态设为下一个状态
141             this.step = this.next_step;
142             //重置下一个状态
143             this.next_step = STEP.NONE;
144             //重置状态计时器
145             this.step_timer = 0.0f;
146         }
147     }
148 
149     /// <summary>
150     /// 铁状态
151     /// </summary>
152     public void beginSteel() {
153         this.next_step = STEP.STEEL;
154     }
155 
156     /// <summary>
157     /// 是否是铁
158     /// </summary>
159     public bool isSteel() {
160         bool ret;
161         ret = (this.step == STEP.STEEL);
162         return (ret);
163     }
164 
165     /// <summary>
166     /// 重置穿越次数
167     /// </summary>
168     public void resetThroughCount() {
169         this.through_count = 0;
170     }
171 
172     /// <summary>
173     /// 处理玩家碰撞
174     /// </summary>
175     public void onPlayerCollided() {
176         //判断当前状态
177         switch(this.step) {
178         //
179         case STEP.PAPER: {
180                 //下一个状态为破坏的纸
181                 this.next_step = STEP.BROKEN;
182                 //场景管理添加连击
183                 this.scene_control.addComboCount();
184                 //木窗控制调用纸被破坏事件
185                 this.shoji_control.onPaperBreak();
186                 //创建木窗破坏特效
187                 this.scene_control.neko_control.effect_control.createBreakEffect(this,this.scene_control.neko_control);
188             }
189             break;
190         //破坏的纸
191         case STEP.BROKEN: {
192                 //添加穿过次数
193                 this.through_count++;
194                 //场景控制 清空连击数
195                 this.scene_control.clearComboCount();
196             }
197             break;
198         }
199     }
200 }
SyoujiPaperControl
 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 /// <summary>
 5 /// 主题画面
 6 /// </summary>
 7 public class TitleControl:MonoBehaviour {
 8     /// <summary>
 9     /// 标题纹理
10     /// </summary>
11     public Texture2D TitleTexture = null;
12     /// <summary>
13     /// 简单纹理
14     /// </summary>
15     public Texture2D TitleEasy = null;
16     /// <summary>
17     /// 普通纹理
18     /// </summary>
19     public Texture2D TitleNormal = null;
20     /// <summary>
21     /// 难纹理
22     /// </summary>
23     public Texture2D TitleHard = null;
24 
25     /// <summary>
26     /// 是否按下play按钮
27     /// </summary>
28     private bool PlayButtonPushed = false;
29 
30     void Start() {
31         PlayButtonPushed = false;
32     }
33 
34     void Update() {
35 
36     }
37 
38     void OnGUI() {
39         //没有标题,debug
40         if(!TitleTexture) {
41             Debug.LogError("Assign a Texture in the inspector.");
42             return;
43         }
44         //画标题纹理
45         GUI.DrawTexture(new Rect(0,0,TitleTexture.width,TitleTexture.height),TitleTexture);
46 
47         //简单按钮
48         if(GUI.Button(new Rect(0,3 * Screen.height / 4 - TitleEasy.height / 2 + 40,TitleEasy.width,TitleEasy.height),TitleEasy,GUI.skin.label)) {
49             if(!PlayButtonPushed) {
50                 PlayButtonPushed = true;
51                 GlobalParam.GetInstance().SetMode(0);
52                 Application.LoadLevel("GameScene");
53             }
54         }
55         //正常按钮
56         if(GUI.Button(new Rect(Screen.width / 2 - TitleNormal.width / 2,3 * Screen.height / 4 - TitleNormal.height / 2 + 40,TitleNormal.width,TitleNormal.height),TitleNormal,GUI.skin.label)) {
57             if(!PlayButtonPushed) {
58                 PlayButtonPushed = true;
59                 GlobalParam.GetInstance().SetMode(1);
60                 Application.LoadLevel("GameScene");
61             }
62         }
63         //难按钮
64         if(GUI.Button(new Rect(Screen.width - TitleHard.width,3 * Screen.height / 4 - TitleHard.height / 2 + 40,TitleHard.width,TitleHard.height),TitleHard,GUI.skin.label)) {
65             if(!PlayButtonPushed) {
66                 PlayButtonPushed = true;
67                 GlobalParam.GetInstance().SetMode(2);
68                 Application.LoadLevel("GameScene");
69             }
70         }
71     }
72 
73 }
TitleControl

视频:https://pan.baidu.com/s/1geBDjJP

项目:https://pan.baidu.com/s/1eSooRWA

posted on 2017-03-13 22:58  void87  阅读(263)  评论(0编辑  收藏  举报

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