public void Resett() { anims.SetBool("bright", false); anims.SetBool("Attack", false); pp.Regenepoint(); pp.GUIupdate(); flag.enemyturn = false; }
public void Battledamege(int damege, int attackid) { Debug.Log("最終ダメージ値" + damege); if (state == Turn.PLAYER_TURN) { if (damege < 0) { pl.Hp += -(damege); pl.GUIupdate(); state = Turn.ENEMY_TURN; Invoke("Enemyturn", 3); } else { if (attackid == 0) { minus = enemyad; } else { minus = enemymd; } int finaldamege = damege - minus; if (finaldamege < 0) { finaldamege = 0; } enemyhp -= finaldamege; en.MotionDelay(); if (enemyhp < 0) { pl.Sp += enemysp; Instantiate(dead, new Vector3(-1.2f, 2.56f, 0), transform.rotation); pl.Regenepoint(); GameObject delenemy = GameObject.Find("Enemy"); Destroy(delenemy); du.FloorUpdate(); hhh.resettouch(); Debug.Log("break"); } else { state = Turn.ENEMY_TURN; Invoke("Enemyturn", 3); } } } }
public void FloorUpdate() { Nowfloor++; if (Nowfloor == 76) { //仮処理 Debug.Log("clear"); Application.LoadLevel(0); } Nowfloortext++; Floortext.text = Nowfloortext + "F"; GameObject enem = Enemys [Nowfloor]; //new Vector3(-4.7f,5.7f,0) enem = (GameObject)Instantiate(enem, new Vector3(-1.2f, 2.56f, 0), Quaternion.identity); enem.name = "Enemy"; ss5.Regenepoint(); ss5.GUIupdate(); ss4.enemyturn = false; }