// 非ダメージ処理 + アイテム処理 void OnTriggerEnter2D(Collider2D collider2D) { if (collider2D.gameObject.tag == "PlayerD_fromSt") { fromSt = true; } if (collider2D.gameObject.tag == "PlayerD_fromSp") { fromSp = true; } if (collider2D.gameObject.tag == "PlayerD_fromDef") { fromDef = true; } if (collider2D.gameObject.tag == "PlayerD_fromBom") { fromBom = true; } if (collider2D.gameObject.tag == "PlayerD_fromBominBom") { fromBominBom = true; } if (collider2D.gameObject.tag == "PlayerD_fromBoss") { fromBoss = true; } if (collider2D.gameObject.tag == "PlayerD_fromcircle") { fromBoss_circle = true; } // 回復処理 if (collider2D.gameObject.tag == "heart") { characs.Item_heart(); Instantiate(healEff, transform.position, Quaternion.Euler(0f, 0f, 0f)); } // 攻撃速度アップ処理 if (collider2D.gameObject.tag == "AttackSpeedUp") { characs.Item_ASUp_F(); Instantiate(statusUPEff, transform.position, Quaternion.Euler(0f, 0f, 0f)); } // 移動速度アップ処理 if (collider2D.gameObject.tag == "MoveSpeedUp") { characs.Item_MSUp_F(); Instantiate(statusUPEff, transform.position, Quaternion.Euler(0f, 0f, 0f)); } // 攻撃力アップ処理 if (collider2D.gameObject.tag == "AttackUp") { characs.Item_AUp_F(); Instantiate(statusUPEff, transform.position, Quaternion.Euler(0f, 0f, 0f)); } }