Beispiel #1
0
 public void Resett()
 {
     anims.SetBool("bright", false);
     anims.SetBool("Attack", false);
     pp.Regenepoint();
     pp.GUIupdate();
     flag.enemyturn = false;
 }
Beispiel #2
0
 public void Battledamege(int damege, int attackid)
 {
     Debug.Log("最終ダメージ値" + damege);
     if (state == Turn.PLAYER_TURN)
     {
         if (damege < 0)
         {
             pl.Hp += -(damege);
             pl.GUIupdate();
             state = Turn.ENEMY_TURN;
             Invoke("Enemyturn", 3);
         }
         else
         {
             if (attackid == 0)
             {
                 minus = enemyad;
             }
             else
             {
                 minus = enemymd;
             }
             int finaldamege = damege - minus;
             if (finaldamege < 0)
             {
                 finaldamege = 0;
             }
             enemyhp -= finaldamege;
             en.MotionDelay();
             if (enemyhp < 0)
             {
                 pl.Sp += enemysp;
                 Instantiate(dead, new Vector3(-1.2f, 2.56f, 0), transform.rotation);
                 pl.Regenepoint();
                 GameObject delenemy = GameObject.Find("Enemy");
                 Destroy(delenemy);
                 du.FloorUpdate();
                 hhh.resettouch();
                 Debug.Log("break");
             }
             else
             {
                 state = Turn.ENEMY_TURN;
                 Invoke("Enemyturn", 3);
             }
         }
     }
 }
Beispiel #3
0
    public void FloorUpdate()
    {
        Nowfloor++;
        if (Nowfloor == 76)
        {
            //仮処理
            Debug.Log("clear");
            Application.LoadLevel(0);
        }
        Nowfloortext++;
        Floortext.text = Nowfloortext + "F";
        GameObject enem = Enemys [Nowfloor];

        //new Vector3(-4.7f,5.7f,0)
        enem      = (GameObject)Instantiate(enem, new Vector3(-1.2f, 2.56f, 0), Quaternion.identity);
        enem.name = "Enemy";
        ss5.Regenepoint();
        ss5.GUIupdate();
        ss4.enemyturn = false;
    }