ゲームオーバー追加
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078ac6eb77
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@ -202,6 +202,42 @@ SpriteRenderer:
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@ -398,6 +434,7 @@ RectTransform:
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@ -418,6 +455,84 @@ MonoBehaviour:
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m_Text: "\u6210\u529F\uFF01"
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--- !u!222 &1003859324
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CanvasRenderer:
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--- !u!1 &1129457737
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GameObject:
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@ -636,7 +751,8 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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startingGuide: {fileID: 8786490829224139677}
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powerMeter: {fileID: 8786490829663474092}
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powerResult: {fileID: 8786490830332208977}
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powerResultText: {fileID: 8786490830332208977}
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gameResultText: {fileID: 1003859323}
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--- !u!4 &1870432534
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Transform:
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@ -2,21 +2,28 @@ using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class PopcornGameManager : MonoBehaviour
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{
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[SerializeField] private GameObject startingGuide;
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[SerializeField] private PowerMeter powerMeter;
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[SerializeField] private Text powerResult;
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[SerializeField] private Text powerResultText;
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[SerializeField] private Text gameResultText;
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private Action tapAction;
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private bool isProgress;
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private int gameCount;
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private int failCount;
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private readonly int maxGameCount = 3;
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private readonly int maxFailCount = 2;
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// Start is called before the first frame update
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void Start()
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{
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powerResult.text = "";
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powerResultText.text = "";
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gameResultText.text = "";
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startingGuide.SetActive(true);
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powerMeter.StopMove();
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isProgress = false;
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@ -31,38 +38,81 @@ public class PopcornGameManager : MonoBehaviour
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private void GameStart()
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{
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gameCount = 0;
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failCount = 0;
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powerMeter.StartMove();
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tapAction = () =>
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{
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isProgress = true;
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powerMeter.StopMove();
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gameCount++;
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var pos = powerMeter.GetCurrentPosisiton();
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Debug.Log($"tap! {pos}");
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// 判定
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CheckQuality(pos);
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if (!CheckQuality(pos))
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{
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failCount++;
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}
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this.CallWaitForSeconds(1f, () =>
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{
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powerResultText.text = "";
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// 失敗
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if (failCount >= maxFailCount)
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{
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gameResultText.text = "失敗!";
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powerMeter.gameObject.SetActive(false);
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tapAction = () => { };
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this.CallWaitForSeconds(1f, () =>
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{
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gameResultText.text = "タップでリスタート";
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tapAction = () => {
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{
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SceneManager.LoadScene("Main");
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}};
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isProgress = false;
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});
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return;
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}
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// 成功
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if (gameCount >= maxGameCount)
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{
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gameResultText.text = "成功!";
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powerMeter.gameObject.SetActive(false);
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tapAction = () => { };
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this.CallWaitForSeconds(1f, () =>
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{
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gameResultText.text = "タップでリスタート";
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tapAction = () => {
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{
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SceneManager.LoadScene("Main");
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}};
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isProgress = false;
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});
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return;
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}
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isProgress = false;
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powerResult.text = "";
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powerMeter.StartMove();
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});
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};
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}
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private void CheckQuality(float pos)
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private bool CheckQuality(float pos)
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{
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//Great=0.3
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//Perfect=0.45~0.5
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powerResult.text = "ミス!";
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powerResultText.text = "ミス!";
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if (pos <= 0.2)
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{
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powerResult.text = "グッド";
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powerResultText.text = "グッド";
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if (pos <= 0.05f)
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{
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powerResultText.text = "パーフェクト";
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}
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return true;
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}
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if (pos <= 0.05f)
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{
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powerResult.text = "パーフェクト";
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}
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return false;
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}
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// Update is called once per frame
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