// Update is called once per frame void Update() { if (Check()) { Debug.Log("dead" + m_nowStay); m_deadTime += Time.deltaTime; anim.SetBool("Die", true); if (m_deadTime > 5) { Player_life = 0; } if (Player_life == 0) { DeadRoot(); Application.LoadLevel("Result"); } return; } if (m_nowStay != "null") { m_stayTime += Time.deltaTime; anim.SetBool("Wait", true); if (m_disaster.mIsEnd() || Input.GetKeyDown(KeyCode.Escape)) { anim.SetBool("Wait", false); m_nowStay = "null"; m_stayTime = 0.0f; } return; } Move(tempo); if (Input.GetKey("left")) { anim.SetBool("Walk", true); } else if (Input.GetKey("right")) { anim.SetBool("Walk", true); } else if (Input.GetKey("up")) { anim.SetBool("Walk", true); } else if (Input.GetKey("down")) { anim.SetBool("Walk", true); } else { anim.SetBool("Walk", false); } }
void mRun() { if (m_state != eState.eRun) { return; } if (!m_isSet && m_disaster.mIsEnd()) { m_disasterTimeCount += Time.deltaTime; } // if (!m_isDisasterStart && !m_isSet && m_disasterTimeCount > m_disasterTime && m_disaster.mIsEnd()) { m_time = m_telopTime.mGetRandam(); int randam = UnityEngine.Random.Range(0, 4); m_nextType = mGetDisaster(randam); m_telop.mSetProperty(mGetDisaterTypeToString(m_nextType), m_time.ToString()); m_telop.mAccident(); m_isDisasterStart = true; } // if (m_telop.IsEnd && m_isDisasterStart) { m_timeCount += Time.deltaTime; } // if (!m_isSet && m_timeCount > (m_time / 2)) { m_disaster.mNextSet(m_nextType, m_disasterTimeHash[m_nextType]); m_isSet = true; } // if (m_isDisasterStart && m_timeCount > m_time) { m_disaster.mNextStart(); m_timeCount = 0; m_isDisasterStart = false; m_isSet = false; m_disasterTimeCount = 0.0f; m_disasterTime = UnityEngine.Random.Range(StartRangeMin, StartRangeMax); } }