タイミングゲームクラス整理

This commit is contained in:
kimura 2021-06-25 18:36:20 +09:00
parent 966b689a08
commit 43b66bb0ca
2 changed files with 141 additions and 0 deletions

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class TimingGame : MonoBehaviour
{
[SerializeField] private PowerMeter powerMeter;
[SerializeField] private Text powerResultText;
[SerializeField] private PanController panController;
private Action tapAction;
private bool initialized;
private bool isReady;
private bool isProgress;
private int gameCount;
private int failCount;
private bool isPerfect;
private readonly int maxGameCount = 3;
private readonly int maxFailCount = 2;
// Update is called once per frame
void Update()
{
if (isProgress) return;
if(Input.GetMouseButtonDown(0))
{
tapAction.Invoke();
}
}
public void Initialize()
{
if (initialized) return;
isReady = false;
GameReset();
initialized = true;
}
private void GameReset()
{
if (isReady) return;
powerResultText.gameObject.SetActive(false);
powerMeter.gameObject.SetActive(true);
gameCount = 0;
failCount = 0;
panController.enabled = false;
powerMeter.StopMove();
isProgress = false;
isPerfect = true;
isReady = true;
}
public void GameStart()
{
GameReset();
isReady = false;
powerMeter.StartMove();
panController.enabled = true;
tapAction = () =>
{
powerMeter.StopMove();
isProgress = true;
gameCount++;
var pos = powerMeter.GetCurrentPosisiton();
Debug.Log($"tap! {pos}");
// 判定
CheckQuality(pos);
this.CallWaitForSeconds(1f, () =>
{
powerResultText.gameObject.SetActive(false);
// 失敗
if (failCount >= maxFailCount)
{
GameOver();
return;
}
// 成功
if (gameCount >= maxGameCount)
{
// 大成功
if (isPerfect)
{
GameOver();
return;
}
GameOver();
return;
}
powerMeter.StartMove();
isProgress = false;
});
};
}
private void GameOver()
{
tapAction = () => { };
powerMeter.gameObject.SetActive(false);
panController.enabled = false;
}
private void CheckQuality(float pos)
{
powerResultText.gameObject.SetActive(true);
//Perfect=0.45~0.5
//Good=0.3
if (pos <= 0.05f)
{
powerResultText.text = "パーフェクト";
return;
}
if (pos <= 0.2)
{
powerResultText.text = "グッド";
isPerfect = false;
return;
}
powerResultText.text = "ミス!";
isPerfect = false;
failCount++;
}
private bool CheckTap(Vector2 position){
var eventSystem = EventSystem.current;
var eventDataCurrentPosition = new PointerEventData(eventSystem);
eventDataCurrentPosition.position = position;
List<RaycastResult> raycastResults = new List<RaycastResult>();
eventSystem.RaycastAll(eventDataCurrentPosition, raycastResults);
return raycastResults.Count == 0;
}
}

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