// Start is called before the first frame update void Start() { audioSource = gameObject.GetComponent <AudioSource>(); audioSource.clip = fire1; ignitStatus = gameObject.GetComponent <IgnitStatus>(); changeStateFire = 0; }
// Update is called once per frame void Update() { ignitStatus = gameObject.GetComponent <IgnitStatus>(); if (ignitStatus.GetIgnit() == false) { audioSource.Play(); } }
// Update is called once per frame void Update() { Ray ray = new Ray(); RaycastHit hit = new RaycastHit(); ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray.origin, ray.direction, out hit, Mathf.Infinity)) { GameObject obj = hit.collider.gameObject; if (obj.CompareTag(ignitTag)) { IgnitStatus status = obj.GetComponent <IgnitStatus>(); status.SetCursol(true); if (Input.GetMouseButtonDown(0) && status.GetFireSize() < MaxFireSize) { status.PlusFireSize(); concent.MinusConcentration(); } else if (Input.GetMouseButtonDown(1) && status.GetFireSize() != 0) { status.MinusFireSize(); concent.PlusConcentration(); } else if (Input.GetMouseButtonDown(2)) { for (int i = 0; i < status.GetFireSize(); i++) { concent.PlusConcentration(); } status.SetFireSize(0); } } } }
private void Start() { status = gameObject.GetComponent <IgnitStatus>(); }