IEnumerator Event() { _p_CameraGl.enabled = true; _p_Chara.enabled = false; _p_Fir.enabled = false; yield return(new WaitForSeconds(0.5f)); //待つ Event_Enter_Reference_Enemy.SetActive(true); _p_CameraGl.enabled = false; _eventCamera.enabled = true; _eventCamera.CameraNum(2); FlagManager.Instance.Co_Event[6] = true; // イベントコメント表示 yield return(new WaitForSeconds(1.0f)); //待つ AddForce(); yield return(new WaitForSeconds(4.0f)); //待つ //Destroy(Event_Enter_Reference_Enemy); Event_Enter_Reference_Enemy.GetComponent <Event_Reference_Enemy>().StartEvent(); yield return(new WaitForSeconds(2.0f)); //待つ _eventCamera.CameraStop(); _p_Chara.enabled = true; _p_Fir.enabled = true; FlagManager.Instance.Co_Event[7] = true; // イベントコメント表示 yield break; }
public void PlayerSpawn() { if (_enemy.activeSelf == true) { _enemy.GetComponent <NavMeshAgent>().enabled = false; _enemy.SetActive(true); _enemy.transform.position = _enemySpawnPo[flg]; _enemy.GetComponent <NavMeshAgent>().enabled = true; _enemy.GetComponent <Nav_Enemy_Scarecrow>().Respawn(); } _p_CameraGl.enabled = false; _eventCamera.CameraStop(); _p_Chara.enabled = true; _p_Fir.enabled = true; if (flg == 2 && floor_flg) { _FPSController.transform.position = _PlayerSpawnPo_FloorFlg; } else { if (flg == desFlg) { _FPSController.transform.position = _PlayerSpawnPo[flg]; } else if (flg == desFlg) { _FPSController.transform.position = _PlayerSpawnPo[flg + 1]; } } StartCoroutine(ObjectRe()); }
void Update() { if (EventTime > 0) { EventTime -= Time.deltaTime; _enemy.GetComponent <Nav_Enemy_Scarecrow>().GetPlayer(0); if (EventTime <= 0) { _p_CameraObject.CameraStop(); _p_CameraObject.enabled = false; _p_CameraGl.enabled = false; _p_Chara.enabled = true; _p_Fir.enabled = true; gameObject.GetComponent <DoorMove>().enabled = true; } } if (Input.GetKeyDown("e") && isNear && isEvent == false) //eキーが押されたらEventを始める { isEvent = true; _enemy.SetActive(true); _enemy.transform.position = _enemy_Spawn_Position; _p_CameraObject.enabled = true; _p_CameraObject.CameraNum(0); _p_CameraGl.enabled = true; _p_Chara.enabled = false; _p_Fir.enabled = false; EventTime = _eventRate; } }
IEnumerator Event() { //_enemy.SetActive(false); _p_CameraGl.enabled = true; //_p_Chara.enabled = false; //_p_Fir.enabled = false; yield return(new WaitForSeconds(0.5f)); //待つ AddForce_Rubble.SetActive(true); //Destroy(WallDes); WallDes.SetActive(false); _enemy.transform.position = _spawnPo; _enemy.SetActive(true); yield return(new WaitForSeconds(0.2f)); //待つ _enemy.GetComponent <Nav_Enemy_Scarecrow>().GetPlayer(0); _p_CameraGl.enabled = false; _eventCamera.enabled = true; _eventCamera.CameraNum(6); yield return(new WaitForSeconds(2.0f)); //待つ _eventCamera.CameraStop(); _p_Chara.enabled = true; _p_Fir.enabled = true; gameObject.SetActive(false); yield break; }
IEnumerator Event() { _enemy.SetActive(false); _p_CameraGl.enabled = true; _p_Chara.enabled = false; _p_Fir.enabled = false; yield return(new WaitForSeconds(0.5f)); //待つ _enemy.transform.position = _spawnPo; _enemy.SetActive(true); yield return(new WaitForSeconds(0.2f)); //待つ _enemy.GetComponent <Nav_Enemy_Scarecrow>().SetForeverTracking(true); _p_CameraGl.enabled = false; _eventCamera.enabled = true; _eventCamera.CameraNum(9); yield return(new WaitForSeconds(1.5f)); //待つ FlagManager.Instance.Co_Event[10] = true; // イベントコメント表示 _eventCamera.CameraStop(); _p_Chara.enabled = true; _p_Fir.enabled = true; gameObject.SetActive(true); yield break; }
IEnumerator Event() { _enemy.SetActive(false); _p_CameraGl.enabled = true; _p_Chara.enabled = false; _p_Fir.enabled = false; _enemy.SetActive(true); yield return(new WaitForSeconds(1.0f)); //待つ _enemy.GetComponent <Nav_Enemy_Scarecrow>().GetPlayer(0); _p_CameraGl.enabled = false; _eventCamera.enabled = true; _eventCamera.CameraNum(0); _enemy.transform.position = _spawnPo; yield return(new WaitForSeconds(2.0f)); //待つ _enemy.GetComponent <Nav_Enemy_Scarecrow>().GetPlayer(4); yield return(new WaitForSeconds(1.0f)); //待つ _enemy.GetComponent <Nav_Enemy_Scarecrow>().GetPlayer(5); _eventCamera.CameraStop(); _p_Chara.enabled = true; _p_Fir.enabled = true; gameObject.SetActive(false); yield break; }
IEnumerator Event() { //yield return new WaitForSeconds(0.5f); //待つ _p_Chara.enabled = false; _p_Fir.enabled = false; _eventCamera.enabled = true; _eventCamera.CameraNum(1); yield return(new WaitForSeconds(1.0f)); //待つ FlagManager.Instance.Co_Event[5] = true; // イベントコメント表示 _exampleOb.GetComponent <Example>().enabled = true; yield return(new WaitForSeconds(5.0f)); //待つ _eventCamera.CameraStop(); _p_Chara.enabled = true; _p_Fir.enabled = true; Destroy(_exampleOb); yield break; }
IEnumerator Event() { _Staging_enemy.SetActive(false); _p_CameraGl.enabled = true; _p_Chara.enabled = false; _p_Fir.enabled = false; yield return(new WaitForSeconds(0.5f)); //待つ _Staging_enemy.SetActive(true); zoom.Zoomflg = true; yield return(new WaitForSeconds(0.2f)); //待つ _p_CameraGl.enabled = false; _eventCamera.enabled = true; _eventCamera.CameraNum(CameraNum); yield return(new WaitForSeconds(EventTime)); //待つ _eventCamera.CameraStop(); _p_Chara.enabled = true; _p_Fir.enabled = true; gameObject.SetActive(false); yield break; }
IEnumerator Event() { _p_CameraGl.enabled = true; //_EventCallKey_staging_enemy.SetActive(false); //_p_Chara.enabled = false; //_p_Fir.enabled = false; yield return(new WaitForSeconds(0.5f)); //待つ _EventCallKey_staging_enemy.SetActive(true); yield return(new WaitForSeconds(0.5f)); //待つ FlagManager.Instance.Co_Event[2] = true; // イベントコメント表示 _p_CameraGl.enabled = false; _eventCamera.enabled = true; _eventCamera.CameraNum(3); yield return(new WaitForSeconds(_Event_CameraTime)); //待つ _eventCamera.CameraStop(); _p_Chara.enabled = true; _p_Fir.enabled = true; gameObject.SetActive(false); yield break; }