void Start() { this.rb = GetComponent <Rigidbody2D>(); this.animator = GetComponent <Animator>(); events = FindObjectOfType <GameEvents_HolePast>(); run = 1f; state = "OPEN"; }
bool right; // 左右管理 void Start() { this.animator = GetComponent <Animator>(); this.rb = GetComponent <Rigidbody2D>(); events = FindObjectOfType <GameEvents_HolePast>(); Vector3 scale = transform.localScale; scale.x = 3f; run = -1f; swimming = true; }
public float speed = 2f; // 移動スピード void Start() { this.rb = GetComponent <Rigidbody2D>(); if (!gameOverScene) { events = FindObjectOfType <GameEvents_HolePast>(); } if (gameOverScene) { game = FindObjectOfType <GameOver_HolePast>(); } }
void Start() { this.rb = GetComponent <Rigidbody2D>(); events = FindObjectOfType <GameEvents_HolePast>(); events.jumpNow = true; runY = 1f; if (JumpRight) { runX = 1f; startX = this.transform.position.x + 2.7f; } if (!JumpRight) { runX = -1f; startX = this.transform.position.x - 2.7f; } }
public float speed = 2f; // 移動スピード void Start() { this.rb = GetComponent <Rigidbody2D>(); events = FindObjectOfType <GameEvents_HolePast>(); }
void Start() { events = FindObjectOfType <GameEvents_HolePast>(); }