// Update is called once per frame void Update() { switch (MaxSpeedArrivalFlg) { case 0: GameStateStash.SpeedUp(0.03f); if (GameStateStash._speed >= GameStateStash._maxSpeed) { EffectTime -= Time.deltaTime; if (EffectTime < 0) { MaxSpeedArrivalFlg = 1; } } break; case 1: EffectTime = Random.Range(1.0f, 2.5f); GameStateStash.SpeedUp(-0.01f); MaxSpeedArrivalFlg = 2; break; case 2: EffectTime -= Time.deltaTime; if (EffectTime < 0) { EffectTime = Random.Range(1.0f, 3.0f); MaxSpeedArrivalFlg = 0; } break; } this.GetComponent <Text>().text = Mathf.FloorToInt(GameStateStash._speed * 100).ToString(); Debug.Log(MaxSpeedArrivalFlg); }
void OnTriggerEnter(Collider other) { Right_col = true; if (other.gameObject.tag == "NormalEnemy") //一般車と衝突 { GameStateStash.GameOver(); Destroy(parent.gameObject); } else if (other.gameObject.tag == "Wall")//壁と衝突 { GameStateStash.GameOver(); Destroy(parent.gameObject); } else if (other.gameObject.tag == "Enemy")//特殊敵と衝突 { audiosource.PlayOneShot(SE_hit); GameStateStash.BreakCarCountUp(); GameStateStash.AddScore(10); if (player_check.player_move == false) { right_enemy = true; } else { Debug.Log("Blast!!"); var rigid = other.gameObject.GetComponent <Rigidbody>(); var impulse = (rigid.position - transform.parent.position).normalized * impulse_Power; rigid.AddForce(impulse, ForceMode.Impulse); //other.transform.position = Vector3.MoveTowards(other.transform.position, // new Vector3(other.transform.position.x + 4, 0.5f, 0), 200 * Time.deltaTime); } } }
void OnTriggerEnter(Collider other) { Left_col = true; if (other.gameObject.tag == "NormalEnemy")//一般車と衝突 { hit_SE.PlayOneShot(SE_hit); GameStateStash.GameOver(); Destroy(parent.gameObject); } else if (other.gameObject.tag == "Wall")//壁と衝突 { hit_SE.PlayOneShot(SE_hit); GameStateStash.GameOver(); Destroy(parent.gameObject); } else if (other.gameObject.tag == "Enemy")//特殊敵と衝突 { hit_SE.PlayOneShot(SE_hit); GameStateStash.BreakCarCountUp(); GameStateStash.AddScore(10); if (player_check.player_move == false) { left_enemy = true; } else { var rigid = other.gameObject.GetComponent <Rigidbody>(); var impulse = (rigid.position - transform.parent.position).normalized * impulse_Power; rigid.AddForce(impulse, ForceMode.Impulse); Debug.Log("Blast!!"); } } }
void OnTriggerEnter(Collider other) { Back_col = true; if (other.gameObject.tag == "NormalEnemy") { hit_SE.PlayOneShot(SE_hit); GameStateStash.GameOver(); Destroy(parent.gameObject); } }
// Update is called once per frame void Update() { if (GameStateStash._gameOverFlg) // gameoverflgがtrueならシーン遷移 { PlayerPrefs.SetInt("score", (int)GameStateStash._score); PlayerPrefs.SetInt("BreakCarCount", (int)GameStateStash._breakCarCount); Instantiate(SceneMove); GameStateStash.reStart(); } }