/// <summary> /// 武器切り替え /// </summary> void WeaponChange() { if (IsDash) { return; } if (_weaponType == (int)WEAPON_TYPE.HANDGUN || _weaponType == (int)WEAPON_TYPE.NONE) { return; } if (_weaponAnims.Count != 0) { return; } if (Input.GetButtonDown(InputName.WEAPON_CHANGE)) { // UI_SP_Weaponに武器チェンしたことを教える if (spWeaponUI_ == null) { spWeaponUI_ = FindObjectOfType <UI.UI_SP_Weapon>(); } spWeaponUI_.WeaponChange(); gunL_.Reload(); gunR_.Reload(); if (IsSpecialWeapon) { //武器チェンジアニメーションスタート Weapon.ChangeAnimationStart("Put"); _weaponAnims.Add(Weapon.GetComponent <Animator>()); } else { //ハンドガンを下に下げるアニメーションを呼ぶ gunL_.ChangeAnimationStart("Put"); gunR_.ChangeAnimationStart("Put"); _weaponAnims.Add(gunL_.GetComponent <Animator>()); _weaponAnims.Add(gunR_.GetComponent <Animator>()); } StartCoroutine(WeaponChangeUpdate(_weaponType)); // 武器タイプをハンドガンにして何回も武器チェンできるのを防ぐ _weaponType = (int)WEAPON_TYPE.HANDGUN; } }
private void DebugUpdeta() { #if UNITY_EDITOR if (Input.GetKeyDown(KeyCode.J)) { Stun(); } if (Input.GetKeyDown(KeyCode.L)) { PickUpMovementSpeedItem(10.0f, 10.5f); } if (Input.GetKeyDown(KeyCode.O)) { PickUpTransparent(10.0f); } if (Input.GetKeyDown(KeyCode.Alpha1)) { WeaponUpgrade(0); if (spWeaponUI_ == null) { spWeaponUI_ = FindObjectOfType <UI.UI_SP_Weapon>(); } spWeaponUI_.GetSPWeapon(0); } if (Input.GetKeyDown(KeyCode.Alpha2)) { WeaponUpgrade(1); if (spWeaponUI_ == null) { spWeaponUI_ = FindObjectOfType <UI.UI_SP_Weapon>(); } spWeaponUI_.GetSPWeapon(1); } if (Input.GetKeyDown(KeyCode.Alpha3)) { WeaponUpgrade(2); if (spWeaponUI_ == null) { spWeaponUI_ = FindObjectOfType <UI.UI_SP_Weapon>(); } spWeaponUI_.GetSPWeapon(2); } #endif }
// Start is called before the first frame update void Start() { cameraTransform_ = Camera.main.transform; //gunL_ = GetComponentInChildren<Gun>(); //gunR_ = GetComponentInChildren<Gun>(); position_ = transform.position; moveSpeed_ = walkSpeed_; //初期角度を取得して置く _xAxiz = cameraTransform_.localEulerAngles; _bountyManager = BountyManager._instance; _weponManager = SpecialWeaponManager._instance; //_viewRotetaSpeed = RotationSpeed_; _weaponAnims = new List <Animator>(); WeaponList = new List <Gun> { gunL_, gunR_, null }; _appManager = GameObject.FindGameObjectWithTag(TagName.MANAGER).GetComponent <ApplicationManager>(); if (_appManager == null) { Debug.Log("GameSceneController"); } _audioManager = AudioManager.Instance; _canvas = GameObject.Find("GameUI_Canvas").transform; spWeaponUI_ = FindObjectOfType <UI.UI_SP_Weapon>(); _comboManager = ComboManager.Instance; _weaponType = (int)WEAPON_TYPE.HANDGUN; }