// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Space)) { SceneManager.LoadScene("MainMenu"); } waitTime = span / 2.0f; if (scoreAttack) { if (!bitMode) { time -= Time.deltaTime; timeText.text = "TIME:" + time.ToString("0.0"); if (time <= 0) { SceneManager.LoadScene("GameOver"); } } } delta += Time.deltaTime; if (delta >= span) //一定時間たつと { wait = false; //待ちを解除 delta = 0; } if (!wait) { if (Input.GetKeyDown(KeyCode.A)) { nc.InputKey("A", waitTime); //計算 ec.LineEffect(0, false, waitTime); //ラインエフェクトを出す wait = true; //待ち状態に } else if (Input.GetKeyDown(KeyCode.S)) { nc.InputKey("S", waitTime); ec.LineEffect(1, false, waitTime); wait = true; } else if (Input.GetKeyDown(KeyCode.D)) { nc.InputKey("D", waitTime); ec.LineEffect(2, false, waitTime); wait = true; } else if (Input.GetKeyDown(KeyCode.F)) { nc.InputKey("F", waitTime); ec.LineEffect(3, false, waitTime); wait = true; } else if (Input.GetKeyDown(KeyCode.J)) { nc.InputKey("J", waitTime); ec.LineEffect(0, true, waitTime); wait = true; } else if (Input.GetKeyDown(KeyCode.K)) { nc.InputKey("K", waitTime); ec.LineEffect(1, true, waitTime); wait = true; } else if (Input.GetKeyDown(KeyCode.L)) { nc.InputKey("L", waitTime); ec.LineEffect(2, true, waitTime); wait = true; } else if (Input.GetKeyDown(KeyCode.Equals)) { //Debug.Log("GetKeyDown.;"); nc.InputKey(";", waitTime); ec.LineEffect(3, true, waitTime); wait = true; } } }