private static float GetHealHP()
    {
        switch (MainSceneManager.GetLevel())
        {
        case Level.normal:
            return(Time.deltaTime * 0);

        case Level.hard:
            return(Time.deltaTime * 0);

        default:
        case Level.easy:
            return(Time.deltaTime * 0);
        }
    }
Esempio n. 2
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    public T GetValue()
    {
        switch (MainSceneManager.GetLevel())
        {
        case Level.normal:
            return(normal);

        case Level.hard:
            return(hard);

        case Level.easy:
        default:
            return(easy);
        }
    }
    private float GetHealMP()
    {
        switch (MainSceneManager.GetLevel())
        {
        case Level.normal:
            return(Time.deltaTime * HealMP.GetValue());

        case Level.hard:
            return(Time.deltaTime * HealMP.GetValue());

        default:
        case Level.easy:
            return(Time.deltaTime * HealMP.GetValue());
        }
    }
Esempio n. 4
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 /// <summary>
 /// 最初から
 /// </summary>
 public void RestartMainScene()
 {
     CloseMenu();
     PlayerController.InitState();
     MainSceneManager.StartMainScene(MainSceneManager.GetLevel());
 }