// 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() { ignitStatus = gameObject.GetComponent <IgnitStatus>(); if (ignitStatus.GetIgnit() == false) { audioSource.Play(); } }
// Update is called once per frame void Update() { if (status.GetIgnit()) { GetComponent <Renderer>().material = fireMat; } else { GetComponent <Renderer>().material = normalMat; } }
// Update is called once per frame void Update() { if (modeManager == null) { return; } //火が付く条件 if (modeManager.NowOutMode() == Osha1 && ignitStatus.GetIgnit() || modeManager.NowOutMode() == Osha2 && ignitStatus.GetIgnit()) { //着火してる時に //外周部が0度の時 1 //外周部が90度の時 2 //外周部が180度の時 3 //外周部が-90度の時 4 if (modeManager.NowInMode() == Isha1 && ignitStatus.GetIgnit() || modeManager.NowInMode() == Isha2 && ignitStatus.GetIgnit()) { GetComponent <Renderer>().material = flameMat; ignitStatus.SetIgnit(true); } } }
// 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(); } }
// Update is called once per frame void Update() { //着火時 if (ignitStatus.GetIgnit()) { //外1の時 if (modeManager.NowInMode() == 1) { //内が switch (modeManager.NowOutMode()) { case 1: Shadow1.gameObject.SetActive(true); Shadow2.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; case 2: Shadow2.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; case 3: Shadow3.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; case 4: Shadow4.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); break; } } //内2の時 if (modeManager.NowInMode() == 2) { //外が switch (modeManager.NowOutMode()) { case 1: Shadow4.gameObject.SetActive(true); Shadow3.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow1.gameObject.SetActive(false); break; case 2: Shadow1.gameObject.SetActive(true); Shadow2.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; case 3: Shadow2.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); break; case 4: Shadow3.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; } } //外3の時 if (modeManager.NowInMode() == 3) { //内が switch (modeManager.NowOutMode()) { case 1: Shadow3.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; case 2: Shadow4.gameObject.SetActive(true); Shadow3.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow1.gameObject.SetActive(false); break; case 3: Shadow1.gameObject.SetActive(true); Shadow2.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; case 4: Shadow2.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; } } //外4の時 if (modeManager.NowInMode() == 4) { //内が switch (modeManager.NowOutMode()) { case 1: Shadow2.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); break; case 2: Shadow3.gameObject.SetActive(true); Shadow1.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; case 3: Shadow4.gameObject.SetActive(true); Shadow2.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow1.gameObject.SetActive(false); break; case 4: Shadow1.gameObject.SetActive(true); Shadow2.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); break; } } } else if (!ignitStatus.GetIgnit()) { Shadow1.gameObject.SetActive(false); Shadow2.gameObject.SetActive(false); Shadow3.gameObject.SetActive(false); Shadow4.gameObject.SetActive(false); } }