// Update is called once per frame void Update() { //入浴フラグ折る state.FoldBit(State.Intrusion); //TODO:客ごとに共通の適正温度にするなら var BestFirePowerMin = themoMan.GetBestFirePowerMin(); var BestFirePowerMax = themoMan.GetBestFirePowerMax(); //入浴中なら if (state.CheckBitOR(State.Bathing | State.FriedBathing)) { animator.SetBool("Grab", false); animator.SetBool("Walk", false); animator.enabled = false; friedTimer.Update(); reactionTimer.Update(); //満足度の増減 var nowFirePower = themoCtrl.GetFirePower(); if (nowFirePower >= BestFirePowerMin && nowFirePower <= BestFirePowerMax) { if (!state.CheckBit(State.Burn)) { satisfy.AddSatisfy(); reactionState = ReactionState.Good; } } else { satisfy.SubSatisfy(); reactionState = ReactionState.Shock; } //焦げたら満足度減少 if (state.CheckBit(State.Burn)) { satisfy.SubSatisfy(); } //揚げ時間を越したら焦げ状態 if (friedTimer.IsFinish()) { state.AddBit(State.Burn); reactionState = ReactionState.Bad; } if (reactionTimer.IsFinish()) { Reaction(); } //入浴中のお客さんが揚がるかどうか if (state.CheckBitOR(State.Bathing) && satisfy.SatisfyValue > FriedSatisfy) { state.FoldBit(State.Bathing); state.AddBit(State.FriedBathing); spriteRenderer.sprite = FriedBathingSprite; } } //表情 FacialExpression(); if (state.CheckBit(State.Drag)) { return; } //移動 Move(); //画面外で破棄 ScreenOut(); }