Esempio n. 1
0
bool CScenePlay::SequenceMain(CCommand &command)
{
	CVector3 pos = Player->getCamera()->getEye();
	TimeupLogo->Position = CVector3(pos.x * 1.5f, pos.y, pos.z * 1.5f);
	TimeupLogo->qRotation = Player->getFrontRotation();
	
	// ゲームオブジェクト更新
	updateObjects();
	// UIの更新
	updateUI();
	// ランダムな生成
	PopObjectRandom();
	if(command.Check(CCommand::START))
		CSceneManager::Pause_();
	// ポーズ画像の描画
	PauseImage->isRender = (CSceneManager::getisPause_()) ? true : false;		

	if(CSceneManager::getisPause_())
		SequenceState = SEQ_PAUSE;

	if(TimeLimit <= 0)
	{
		CSceneManager::LockKey();
		Direct = Normalize(CVector3((TimeupLogo->Position - Player->Transform.Position).x, 0, (TimeupLogo->Position - Player->Transform.Position).z));
		TimeupLogo->isRender = true;
		SequenceState = SEQ_END;
	}

	Count++;

	// 正常動作
	return false;
}
Esempio n. 2
0
bool CScenePlay::SequencePause(CCommand &command)
{
	// スタート入力検知
	if(command.Check(CCommand::START))
		CSceneManager::UnPause_();
	// ○ボタン入力検知
	if(command.Check(CCommand::CIRCLE))
	{
		CSoundManager::Play(pathBackTitleSE, CSoundManager::MODE_ONCE);
		CSceneManager::setNextScene_(CSceneTitle::CreateScene());
	}

	if(!CSceneManager::getisPause_())
		SequenceState = SEQ_MAIN;

	Count++;

	return false;
}