public void hisatuskill() { //他のスクリプトから呼び出す為に作成 //試す際はUpdateでいいですけれど、動作確認が終わったらこっち hisatuskill に移動させてください //Specialが○○になったら必殺技を使える if (Special >= 10) { //audioSource.PlayOneShot(Hissatu_SE1); //0にする Special = 0; //拳の生成 GameObject Kobusies = Instantiate(Kobusi) as GameObject; //拳の向きをオブジェクトの向きに合わせます。 Kobusies.transform.rotation = this.gameObject.transform.rotation; //拳の発射 Vector3 force; force = this.gameObject.transform.forward * speed; //拳のRigidbodyの取得 Kobusies.GetComponent <Rigidbody>().AddForce(force); //拳がプレイヤーの進行方向に向かうようにする Kobusies.transform.position = transform.position; //発射位置から拳を発射 Kobusies.transform.position = muzzle.position; Death a1 = death.GetComponent <Death>(); a1.Gage0(); } }
override protected void attack(Death target) { base.attack(target); Rigidbody2D targetRb = target.GetComponent <Rigidbody2D>(); if (targetRb) { targetRb.AddForce((target.transform.position - transform.position) * pushPower); } }
// Update is called once per frame void Update() { if (time > 0) { time--; } if (BotRenderer.activeSelf == false && WinTrigger == 0) { Pause(); status = 1; WinTrigger = 1; EndMsgColor = Victory.GetComponent <Renderer>().material.GetColor("_TintColor"); } if (MyRenderer.activeSelf == false && WinTrigger == 0) { Pause(); status = 1; WinTrigger = 2; EndMsgColor = Death.GetComponent <Renderer>().material.GetColor("_TintColor"); } if (Input.GetKeyDown(KeyCode.Space) && WinTrigger == 0 && time == 0) { time = 50; CreateMyAmmo(); } if (Input.GetKeyDown(KeyCode.F2) && WinTrigger == 0) { CreateBotAmmo(); } if (WinTrigger == 1) { EndMessage(Victory); } else if (WinTrigger == 2) { EndMessage(Death); } }