// Update is called once per frame void Update() { //着火状態小炎 if (status.GetIgnit() && status.GetFireSize() == 1) { GetComponent <Renderer>().material = smallFireMat; if (!smallFireParticle.GetComponentInChildren <ParticleSystem>().isEmitting) { smallFireParticle.GetComponentInChildren <ParticleSystem>().Play(); fireParticle.GetComponentInChildren <ParticleSystem>().Stop(); bigFireParticle.GetComponentInChildren <ParticleSystem>().Stop(); } }//中炎 else if (status.GetIgnit() && status.GetFireSize() == 2) { GetComponent <Renderer>().material = fireMat; if (!fireParticle.GetComponentInChildren <ParticleSystem>().isEmitting) { fireParticle.GetComponentInChildren <ParticleSystem>().Play(); smallFireParticle.GetComponentInChildren <ParticleSystem>().Stop(); bigFireParticle.GetComponentInChildren <ParticleSystem>().Stop(); } }//大炎 else if (status.GetIgnit() && status.GetFireSize() == 3) { GetComponent <Renderer>().material = bigFireMat; if (!bigFireParticle.GetComponentInChildren <ParticleSystem>().isEmitting) { bigFireParticle.GetComponentInChildren <ParticleSystem>().Play(); fireParticle.GetComponentInChildren <ParticleSystem>().Stop(); smallFireParticle.GetComponentInChildren <ParticleSystem>().Stop(); } } //鎮火状態 else { GetComponent <Renderer>().material = normalMat; fireParticle.GetComponentInChildren <ParticleSystem>().Stop(); smallFireParticle.GetComponentInChildren <ParticleSystem>().Stop(); bigFireParticle.GetComponentInChildren <ParticleSystem>().Stop(); } //カーソルあってるとき if (status.GetCursol()) { GetComponent <Renderer>().material.color += cursolMat.color; status.SetCursol(false); } }
// Update is called once per frame void Update() { Ray ray = new Ray(); RaycastHit hit = new RaycastHit(); ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray.origin, ray.direction, out hit, Mathf.Infinity)) { GameObject obj = hit.collider.gameObject; if (obj.CompareTag(ignitTag)) { IgnitStatus status = obj.GetComponent <IgnitStatus>(); status.SetCursol(true); if (Input.GetMouseButtonDown(0) && status.GetFireSize() < MaxFireSize) { status.PlusFireSize(); concent.MinusConcentration(); } else if (Input.GetMouseButtonDown(1) && status.GetFireSize() != 0) { status.MinusFireSize(); concent.PlusConcentration(); } else if (Input.GetMouseButtonDown(2)) { for (int i = 0; i < status.GetFireSize(); i++) { concent.PlusConcentration(); } status.SetFireSize(0); } } } }
// Update is called once per frame void Update() { if (flag) { if (ignitStatus.GetIgnit() && !audioSource.isPlaying) { audioSource.Play(); } else if (!ignitStatus.GetIgnit()) { audioSource.Stop(); } return; } if (changeStateFire != ignitStatus.GetFireSize()) { switch (ignitStatus.GetFireSize()) { case 0: audioSource.Stop(); audioSource.clip = stopFire; audioSource.PlayOneShot(stopFire, 1); break; case 1: if (audioSource.clip != fire1) { audioSource.Stop(); } audioSource.clip = fire1; break; case 2: if (audioSource.clip != fire2) { audioSource.Stop(); } audioSource.clip = fire2; break; case 3: if (audioSource.clip != fire3) { audioSource.Stop(); } audioSource.clip = fire3; break; default: break; } changeStateFire = ignitStatus.GetFireSize(); } if (ignitStatus.GetIgnit() && !audioSource.isPlaying) { audioSource.Play(); } }
void ShaScale() { //Shadow1が出現中 if (Shadow1) { switch (IgnS.GetFireSize()) { //小さく case 1: Shadow1.transform.localScale = new Vector3(ShadowSizeX / SizeDiv, ShadowSizeY / SizeDiv, ShadowSizeZ / SizeDiv); break; //標準 case 2: Shadow1.transform.localScale = new Vector3(ShadowSizeX, ShadowSizeY, ShadowSizeZ); break; //倍 case 3: Shadow1.transform.localScale = new Vector3(ShadowSizeX * SizeMul, ShadowSizeY * SizeMul, ShadowSizeZ * SizeMul); break; } } //Shadow2が出現中 if (Shadow2) { switch (IgnS.GetFireSize()) { //小さく case 1: Shadow2.transform.localScale = new Vector3(ShadowSizeX / SizeDiv, ShadowSizeY / SizeDiv, ShadowSizeZ / SizeDiv); break; //標準 case 2: Shadow2.transform.localScale = new Vector3(ShadowSizeX, ShadowSizeY, ShadowSizeZ); break; //倍 case 3: Shadow2.transform.localScale = new Vector3(ShadowSizeX * SizeMul, ShadowSizeY * SizeMul, ShadowSizeZ * SizeMul); break; } } //Shadow3が出現中 if (Shadow3) { switch (IgnS.GetFireSize()) { //小さく case 1: Shadow3.transform.localScale = new Vector3(ShadowSizeX / SizeDiv, ShadowSizeY / SizeDiv, ShadowSizeZ / SizeDiv); break; //標準 case 2: Shadow3.transform.localScale = new Vector3(ShadowSizeX, ShadowSizeY, ShadowSizeZ); break; //倍 case 3: Shadow3.transform.localScale = new Vector3(ShadowSizeX * SizeMul, ShadowSizeY * SizeMul, ShadowSizeZ * SizeMul); break; } } //Shadow4が出現中 if (Shadow4) { switch (IgnS.GetFireSize()) { //小さく case 1: Shadow4.transform.localScale = new Vector3(ShadowSizeX / SizeDiv, ShadowSizeY / SizeDiv, ShadowSizeZ / SizeDiv); break; //標準 case 2: Shadow4.transform.localScale = new Vector3(ShadowSizeX, ShadowSizeY, ShadowSizeZ); break; //倍 case 3: Shadow4.transform.localScale = new Vector3(ShadowSizeX * SizeMul, ShadowSizeY * SizeMul, ShadowSizeZ * SizeMul); break; } } }