// Update is called once per frame void Update() { if(senpouTyp == "DownEnemy"){ if(!runflg){ senpouEach -= Time.deltaTime; if(senpouEach <= 0){ //% float percent = Random.value; percent = percent * 100; //if(0 <= senpouRatio){ //for test if(percent <= senpouRatio){ //Do Senpou DownEnemy dn = new DownEnemy(); if(senpouId == 1){ effectObj = dn.doSenpou1(gameObject, senpouId, senpouName, senpouStatus, senpouLv); } runflg = true; } //Initialization senpouEach = senpouEachInit; } }else{ //Count Down senpouTerm -= Time.deltaTime; if(senpouTerm <= 0){ //Destroy Destroy(effectObj); //Flag Change runflg = false; senpouTerm = senpouTermInit; } } //mijissou }else if(senpouTyp == "DownPlayer"){ }else if(senpouTyp == "UpEnemy"){ }else if(senpouTyp == "UpPlayer"){ } }
// Update is called once per frame void Update() { if (!runflg) { senpouEach -= Time.deltaTime; if (senpouEach <= 0) { //% float percent = Random.value; percent = percent * 100; if (percent <= senpouRatio) { //Do Senpou if (senpouTyp == "DownEnemy") { DownEnemy dn = new DownEnemy(); makeSenpouMessage(int.Parse(name)); effectObj = dn.doSenpou(gameObject, senpouId, senpouName, senpouStatus, senpouLv); } else if (senpouTyp == "UpPlayer") { UpPlayer up = new UpPlayer(); makeSenpouMessage(int.Parse(name)); effectObj = up.doSenpou(gameObject, senpouId, senpouStatus, initCoolTime, initDisTarget); if (8 <= senpouId && senpouId <= 13) { needStatusRecoveryFlg = true; } } else if (senpouTyp == "Create") { CreateSenpou cs = new CreateSenpou(); bool existFlg = false; foreach (Transform obj in gameObject.transform) { if (obj.GetComponent <Heisyu>()) { if (obj.GetComponent <Heisyu>().heisyu == "saku") { existFlg = true; } } } if (!existFlg) { makeSenpouMessage(int.Parse(name)); float hp = 0; bool playerFlg = false; if (GetComponent <PlayerHP>()) { hp = GetComponent <PlayerHP>().initLife; playerFlg = true; } else if (GetComponent <EnemyHP>()) { hp = GetComponent <EnemyHP>().initLife; } float calculatedHp = (hp * senpouStatus / 100); effectObj = cs.doSenpou(gameObject, senpouId, calculatedHp, playerFlg); } } runflg = true; } //Initialization senpouEach = senpouEachInit; } } else { //Count Down senpouTerm -= Time.deltaTime; if (senpouTerm <= 0) { //Recovery Status if (needStatusRecoveryFlg) { if (GetComponent <Heisyu> ().heisyu == "YM" || GetComponent <Heisyu> ().heisyu == "TP") { GetComponent <AttackLong> ().coolTime = initCoolTime; if (GetComponent <UnitMover> ()) { GetComponent <UnitMover> ().DisTarget = initDisTarget; } else { GetComponent <HomingLong> ().DisTarget = initDisTarget; } } } //Destroy if (senpouTyp != "Create") { Destroy(effectObj); } //Flag Change runflg = false; senpouTerm = senpouTermInit; } } }