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public class PlayerSelect : MonoBehaviour { | |
//参加情報 | |
JoinInfo[] m_JoinInfo = {null,null,null,null }; | |
//プレイヤー最大人数 | |
public static int s_MaxPlayer = 4; | |
void Start () { | |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class Character : MonoBehaviour { | |
[SerializeField][Header("水の抵抗力")] | |
private float m_Resist = 0.0f; | |
[SerializeField][Header("減速力")] |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class Move { | |
//コンストラクタ | |
public Move(Vector3 pos,Quaternion qu) { m_Position = pos;m_Rotate = qu; } | |
//移動量 |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
/// <summary> | |
/// アクションの基底クラス | |
/// </summary> | |
public abstract class Action{ | |
//開始フラグ |
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{"0":"ここはチュートリアルのステージだよ。", | |
"1":"チュートリアルは見る?", | |
"2":"チュートリアルへようこそ", | |
"3":"僕の名前はテームだよ、よろしくね。", | |
"4":"今から説明していくね。", | |
"5":"これはヒットポイントだよ。", | |
"6":"これは、スキルゲージだよ。", | |
"7":"これは現在のオトモと、次に出てくるオトモを表してるよ。", | |
"8":"次に操作説明をしていくね。", | |
"9":"矢印キーで移動できるよ。実際に上下左右に動いてみよう!", |
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act,act,act,tal,inp, | |
tal,act,act, | |
tal,inp, | |
emo,tal,inp, | |
tal, | |
act,tal,inp, | |
act,tim,act,tal,inp, | |
act,tim,act,tal,inp, | |
act,tim,tal,inp, | |
tal,act,act,act,act,act,act, |
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//======================================================= | |
//追加のインクルードはここから | |
//======================================================= | |
#include "TutorialManager.h" | |
//初期化処理 | |
bool CTutorialManager::init() { | |
//type_idを変更 | |
this->changeFileResource(); |
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//======================================================= | |
//チュートリアル管理クラス | |
//======================================================= | |
class CTutorialManager { | |
public: | |
//コンストラクタ | |
CTutorialManager(){} | |
//デストラクタ | |
~CTutorialManager(){} |
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int axesCount; | |
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1,&axesCount); | |
//しきい値 | |
static const float threshould = 0.3f; | |
if(axes[0] >= threshould){} | |
if(axes[1] >= threshould){} |
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float* getAxes(){ | |
//値の取得をここから | |
float num[2] = {0.5f,0.1f}; | |
float* axes = reinterpret_cast<float*>(&num); | |
return axes; | |
} |