//2秒で-1回復 ゲージ
    IEnumerator GaugeRecovery()
    {
        InkAmout.increase_Gauge(0.1f);
        yield return(new WaitForSeconds(1.0f));

        StartCoroutine(GaugeRecovery());
    }
Esempio n. 2
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    IEnumerator obj_destroy()
    {
        yield return(new WaitForSeconds(10.0f));

        LineController.MaxLine--;
        InkAmout.increase_Gauge(LineLength * 0.1f);
        Destroy(gameObject);
    }
Esempio n. 3
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 // Update is called once per frame
 void Update()
 {
     if (HP <= 0)
     {
         InkAmout.increase_Gauge(0.1f);
         Destroy(gameObject);
     }
 }
Esempio n. 4
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 // Update is called once per frame
 void Update()
 {
     if (DeleyTime < 0)
     {
         Destroy(gameObject);
         InkAmout.increase_Gauge(HP);
     }
     DeleyTime -= Time.deltaTime;
 }
Esempio n. 5
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 private void FixedUpdate()
 {
     if (HP <= 0)
     {
         Destroy(gameObject);
         LineController.MaxLine--;
         InkAmout.increase_Gauge(LineLength * 0.1f);
     }
 }
Esempio n. 6
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    IEnumerator obj_destroy()
    {
        while (HP > 0)
        {
            yield return(new WaitForSeconds(1.0f));

            HP -= 0.2f;
        }

        InkAmout.increase_Gauge(0.1f);
        Destroy(gameObject);
    }
Esempio n. 7
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 void Update()
 {
     InkAmout.increase_Gauge(Time.deltaTime / 5);
     DrawLine();
 }
 private void FixedUpdate()
 {
     InkAmout.increase_Gauge(Time.deltaTime * 0.02f);
 }