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; }
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; }