private void Update() { if (_enemyRend.isVisible) { Physics.Linecast(gameObject.transform.position, _enemy.position, out _hit); if (_hit.collider.gameObject.tag == "Enemy") { _lookTime += GetDeltaTime.DeltaTime(); if (_lookTime > 1.0f) { _fearTrigger.LookEnemyTime(_lookTime); } if (!_plusTime) { _plusTime = true; } } else { if (_plusTime) { _plusTime = false; _lookTime = 0.0f; } } } }
private void OnTriggerStay(Collider other) { if (other.gameObject.tag == "EnemyFearArea") { _keepTime += GetDeltaTime.DeltaTime(); if (_keepTime > 2.0f) { _enemyRangeSubject.OnNext(_keepTime); } } }
private void Update() { //左 if (Input.GetKey(KeyCode.A)) { _playerTransform.position += _playerTransform.right * _speed * -1 * Time.unscaledDeltaTime; } //右 if (Input.GetKey(KeyCode.D)) { _playerTransform.position += _playerTransform.right * _speed * Time.unscaledDeltaTime; } //前 if (Input.GetKey(KeyCode.W)) { _playerTransform.position += _playerTransform.forward * _speed * Time.unscaledDeltaTime; } //後 if (Input.GetKey(KeyCode.S)) { _playerTransform.position += _playerTransform.forward * _speed * -1 * Time.unscaledDeltaTime; } //走り if (_possibleRun) { if (Input.GetKeyDown(KeyCode.LeftShift)) { _running = true; _speed *= _speedMas; } if (Input.GetKey(KeyCode.LeftShift)) { _time += GetDeltaTime.DeltaTime(); if (_time > 2.0f) { _fearTrigger.RunTime(_time); } } if (Input.GetKeyUp(KeyCode.LeftShift)) { _running = false; _speed /= _speedMas; _time = 0.0f; } } //アイテム捨て if (Input.GetKeyDown(KeyCode.Q)) { _itemManager.DisposeItem(); } //ポーズ if (Input.GetKeyDown(KeyCode.Escape)) { _pauseManager.OpenPause(); } }
private void Update() { //左 if (Input.GetKey(KeyCode.A)) { _playerTransform.position += _playerTransform.right * _speed * -1 * Time.unscaledDeltaTime; } //右 if (Input.GetKey(KeyCode.D)) { _playerTransform.position += _playerTransform.right * _speed * Time.unscaledDeltaTime; } //前 if (Input.GetKey(KeyCode.W)) { _playerTransform.position += _playerTransform.forward * _speed * Time.unscaledDeltaTime; } //後 if (Input.GetKey(KeyCode.S)) { _playerTransform.position += _playerTransform.forward * _speed * -1 * Time.unscaledDeltaTime; } //走り if (_possibleRun) { if (Input.GetKeyDown(KeyCode.LeftShift)) { _speed *= 1.9f; } if (Input.GetKey(KeyCode.LeftShift)) { _time += GetDeltaTime.DeltaTime(); if (_time > 2.0f) { _fearTrigger.RunTime(_time); } } if (Input.GetKeyUp(KeyCode.LeftShift)) { _speed /= 1.9f; _time = 0.0f; } } //しゃがみ if (Input.GetKey(KeyCode.Space)) { if (_fovController.localPosition.y > 1.0f) { _fovController.localPosition -= _squatSpeed; } } else { if (_fovController.localPosition.y < 2.0f) { _fovController.localPosition += _squatSpeed; } } //アイテム捨て if (Input.GetKeyDown(KeyCode.Q)) { _itemManager.DisposeItem(); } //ポーズ if (Input.GetKeyDown(KeyCode.Escape)) { _pauseManager.OpenPause(); } }