void Start() { GetComponent <Rigidbody2D>().velocity = transform.right.normalized * speed; hantei = GetComponent <Hantei>(); One = true; }
bool One; // Instantiateを1回だけ呼ぶための準備 private void Start() { // Hanteiコンポーネントを取得 hantei = GetComponent <Hantei>(); }
void OnTriggerStay(Collider other) { if (osita && !move) { if (!way) { switch (other.gameObject.tag) { case "Normal": Debug.Log("hit"); move = true; break; case "Right": hantei = Hantei.Right; put = 0; Debug.Log("hit"); move = true; break; case "Left": hantei = Hantei.Left; put = 1; Debug.Log("hit"); move = true; break; case "Up": hantei = Hantei.Up; put = 2; Debug.Log("hit"); move = true; break; case "Down": hantei = Hantei.Down; Debug.Log("hit"); put = 3; move = true; break; case "Goal": Debug.Log("Goal"); SceneManager.LoadScene("Goal"); break; case "Drop": GetComponent <Rigidbody>().useGravity = true; break; case "Destroy": Scene loadScene = SceneManager.GetActiveScene(); SceneManager.LoadScene(loadScene.name); break; } } else { switch (right_Side) { case "Right": hantei = Hantei.Right; put = 0; move = true; way = false; break; case "Left": hantei = Hantei.Left; put = 1; move = true; way = false; break; case "Up": hantei = Hantei.Up; put = 2; move = true; way = false; break; case "Down": hantei = Hantei.Down; put = 3; move = true; way = false; break; } } } //if (!move && other.gameObject.tag == "down") //{ // hantei = Hantei.Down; // Debug.Log("hit"); //} }