// Use this for initialization void Start() { /*******************************/ CHAR_MOVE = GetComponent <char_move> (); _audio = GetComponent <AudioSource> (); SKILL_FLAG = GetComponent <char_skill> (); /*******************************/ _audio.clip = Run_Sound; //runsound取得 }
char_skill SKILL; //スキルを使うため #endregion Fields #region Methods public void OnClick() { PINFO = PLAYER.GetComponent<char_status> (); SKILL = PLAYER.GetComponent<char_skill> (); if (PINFO.skill_point <= 0) { SKILL.state_atk1 (0);//フラグ } else { PINFO.Useskill (1);//スキルポイント1使うことに GameObject.Find("Canvas").GetComponent<Kill_Count_script>().skill_name_P.sprite = skill_name_image; GameObject.Find("Canvas").GetComponent<Kill_Count_script>().skill_name_P.enabled = true; SKILL.state_atk1 (3);//フラグ GetComponent<skill1_cool_time>().skill_cool_restart(cool_time);//クールタイム開始 } }
public Sprite skill_name_image; //スキル名画像 public void OnClick() { PINFO = PLAYER.GetComponent <char_status> (); SKILL = PLAYER.GetComponent <char_skill> (); if (PINFO.skill_point <= 0) { SKILL.state_atk1(0); //フラグ } else { PINFO.Useskill(1); //スキルポイント1使うことに GameObject.Find("Canvas").GetComponent <Kill_Count_script>().skill_name_P.sprite = skill_name_image; GameObject.Find("Canvas").GetComponent <Kill_Count_script>().skill_name_P.enabled = true; SKILL.state_atk1(3); //フラグ GetComponent <skill1_cool_time>().skill_cool_restart(cool_time); //クールタイム開始 } }
public Vector3 acceleration; //加速度 // Use this for initialization void Start() { anim = GetComponent <Animator> (); RG = GetComponent <Rigidbody> (); SKILL_FLAG = GetComponent <char_skill> (); CHAR_SOUND = GetComponent <cahr_sound> (); /*****IDハッシュ設定*****/ GotoRunID = Animator.StringToHash("gotoRun"); //アニメーターでrunへ遷移させるためのもの GotoBackID = Animator.StringToHash("gotoBack"); //アニメーターでbackへ遷移させるためのもの GotoJump1ID = Animator.StringToHash("gotoJump1"); GotoJump2ID = Animator.StringToHash("gotoJump2"); GotoJump3ID = Animator.StringToHash("gotoJump3"); GotoFly1ID = Animator.StringToHash("gotoFly1"); GotoFly2ID = Animator.StringToHash("gotoFly2"); GotoIdleID = Animator.StringToHash("gotoIdle"); GotoFlyoutID = Animator.StringToHash("gotoFlyout"); GotoRightturnID = Animator.StringToHash("gotoRightturn"); GotoLeftturnID = Animator.StringToHash("gotoLeftturn"); GotoRollingID = Animator.StringToHash("gotoRolling"); /**Gun mode**/ GotoGunmodeID = Animator.StringToHash("gotoGunmode"); GotoRun_GunID = Animator.StringToHash("gotoRunGun"); GotoFireID = Animator.StringToHash("gotoFire"); GotoJump1_GunID = Animator.StringToHash("gotoJump1Gun"); GotoJumpFireID = Animator.StringToHash("gotoJumpFire"); GotoRunFireGunID = Animator.StringToHash("gotoRunFireGun"); GotoRolling_GunID = Animator.StringToHash("gotoRolling_Gun"); GotoBack_GunID = Animator.StringToHash("gotoBackGun"); GotoBack_Gun_FileID = Animator.StringToHash("gotoBackGunFire"); GotoRightturnGunID = Animator.StringToHash("gotoRightturnGun"); GotoRightturnGunFireID = Animator.StringToHash("gotoRightturnGunFire"); GotoLeftturnGunID = Animator.StringToHash("gotoLeftturnGun"); GotoLeftturnGunFireID = Animator.StringToHash("gotoLeftturnGunFire"); /**********************/ //ジャンプパーティクルをoffにしておく Jump_particle.enabled = false; Jump_wing_dust_particle.enabled = false; }
// Use this for initialization void Start() { anim = GetComponent<Animator> (); RG = GetComponent<Rigidbody> (); SKILL_FLAG = GetComponent<char_skill> (); CHAR_SOUND = GetComponent<cahr_sound> (); /*****IDハッシュ設定*****/ GotoRunID = Animator.StringToHash("gotoRun");//アニメーターでrunへ遷移させるためのもの GotoBackID = Animator.StringToHash("gotoBack");//アニメーターでbackへ遷移させるためのもの GotoJump1ID = Animator.StringToHash("gotoJump1"); GotoJump2ID = Animator.StringToHash("gotoJump2"); GotoJump3ID = Animator.StringToHash("gotoJump3"); GotoFly1ID = Animator.StringToHash("gotoFly1"); GotoFly2ID = Animator.StringToHash("gotoFly2"); GotoIdleID = Animator.StringToHash("gotoIdle"); GotoFlyoutID = Animator.StringToHash("gotoFlyout"); GotoRightturnID = Animator.StringToHash("gotoRightturn"); GotoLeftturnID = Animator.StringToHash("gotoLeftturn"); GotoRollingID = Animator.StringToHash("gotoRolling"); /**Gun mode**/ GotoGunmodeID = Animator.StringToHash("gotoGunmode"); GotoRun_GunID = Animator.StringToHash("gotoRunGun"); GotoFireID = Animator.StringToHash("gotoFire"); GotoJump1_GunID = Animator.StringToHash("gotoJump1Gun"); GotoJumpFireID = Animator.StringToHash("gotoJumpFire"); GotoRunFireGunID = Animator.StringToHash("gotoRunFireGun"); GotoRolling_GunID = Animator.StringToHash("gotoRolling_Gun"); GotoBack_GunID = Animator.StringToHash("gotoBackGun"); GotoBack_Gun_FileID = Animator.StringToHash("gotoBackGunFire"); GotoRightturnGunID = Animator.StringToHash("gotoRightturnGun"); GotoRightturnGunFireID = Animator.StringToHash ("gotoRightturnGunFire"); GotoLeftturnGunID = Animator.StringToHash("gotoLeftturnGun"); GotoLeftturnGunFireID = Animator.StringToHash ("gotoLeftturnGunFire"); /**********************/ //ジャンプパーティクルをoffにしておく Jump_particle.enabled = false; Jump_wing_dust_particle.enabled = false; }
// Use this for initialization void Start() { /*******************************/ CHAR_MOVE = GetComponent<char_move> (); _audio = GetComponent<AudioSource> (); SKILL_FLAG = GetComponent<char_skill> (); /*******************************/ _audio.clip = Run_Sound;//runsound取得 }