Exemple #1
0
    // Update is called once per frame
    void Update()
    {
        fade.Update();
        ScaleX = ScaleY = fade.GetCurrentValue();

        startSETimer.Update();


        //ししおどし終了
        AnimatorStateInfo animInfo = anim.GetCurrentAnimatorStateInfo(0);

        if (animInfo.normalizedTime < 1.0f)
        {
            anim.SetBool("Play", false);

            if (startSEflg)
            {
                var sceneFadeIn = GetComponent <SceneFadeInSteam>("SceneFadeInSteamManager");
                sceneFadeIn.IsStart = true;
            }
        }

        //ししおどしタイミング調整
        if (startSEflg == false && startSETimer.IsFinish())
        {
            SoundMan.Instance.PlaySE("shishiodoshi");
            startSEflg = true;
        }
    }
Exemple #2
0
    // Update is called once per frame
    void Update()
    {
        fade.Update();
        ScaleX = ScaleY = fade.GetCurrentValue();

        if (sceneFadeIn.IsFinish)
        {
            SceneManager.LoadScene("TitleScene");
        }
    }
Exemple #3
0
    // Update is called once per frame
    void Update()
    {
        //posFade.Update();
        scaleFade.Update();

        if (!isProtect)
        {
            DegAngle += OilFlyRotateSpeed;
            ScaleX    = ScaleY = scaleFade.GetCurrentValue();
        }

        if (ScaleX >= 1.0f)
        {
            isHit = true;
            GameDirector.oilFlyHitNum++;
            CreateDestroyTrans();
        }

        //防いだ時の処理
        if (saucePanManager.IsAlive)
        {
            if (!isProtect)
            {
                isProtect = true;
                CreateDestroyTrans();
            }
        }

        //消失処理
        if (destroyTrans == null)
        {
            return;
        }
        if (destroyTrans.IsFinish())
        {
            oilFac.Decrease();
            Destroy(gameObject);
        }

        //食らった時の処理
        if (!isHit)
        {
            return;
        }

        DegAngle = 0;
        ScaleX   = ScaleY = scaleFade.maxValue;
        spriteRenderer.sprite = DamageSprite;
    }