private void OnTriggerStay(Collider other) { // corpseが相手だと点数が低くなる if (other.gameObject.layer == 14) { Player.AddCharge(6); CubeManager.AddScore(6); Player.fieldTemp -= 6 / 520f; Player.plTempe -= 6 / 250f; /*for (int i = 0; i < 1; ++i)*/ if (Random.Range(0, 160) == 0) { EffectPool.gi.GetObject(0, other.transform.position).SetSmall(); } } else { CubeManager.AddScore(5); Player.AddCharge(5); Player.fieldTemp -= 5 / 180f; Player.plTempe -= 5 / 90f; if (Random.Range(0, 16) == 0) { EffectPool.gi.GetObject(0, other.transform.position).SetSmallA(); } } if (currentFrSE) { SoundList.gi.list[3].transform.position = trans.position; SoundList.gi.list[3].Play(); currentFrSE = false; } }
private void OnTriggerEnter(Collider other) { Player.AddCharge(4); Player.fieldTemp -= 4 / 100f; Player.plTempe -= 4 / 50f; CubeManager.AddScore(4); for (int i = 0; i < 2; ++i) { EffectPool.gi.GetObject(0, other.transform.position); } if (currentFrSE) { SoundList.gi.list[3].transform.position = trans.position; SoundList.gi.list[3].Play(); currentFrSE = false; } }
private void OnTriggerEnter(Collider other) { value += 1; nextDead = true; Player.AddCharge(value); for (int i = 0, n = value / 3 + 1; i < n; ++i) { EffectPool.gi.GetObject(0, trans.position + effPosAdd); } ScoreManager.AddScore(value); CubeManager.AddScore(value); Player.fieldTemp -= value / 80f; Player.plTempe -= value / 240f; SoundList.gi.list[3].transform.position = trans.position; SoundList.gi.list[3].Play(); }