private void Update() { //UIに適用 canvasManager.ApplySkillGauge(actionWaitTime); //目の左右動作 EyeMove(); switch (actionType) { case ActionType.Normal: _rigidbody2D.gravityScale = 2; Tackle(tackleWaitTime); Jump(); Move(); break; case ActionType.Wait: _rigidbody2D.gravityScale = 2; Jump(); Move(); break; case ActionType.Damage: _rigidbody2D.gravityScale = 2; Jump(); Move(); break; case ActionType.TackleR: _rigidbody2D.gravityScale = 0; _rigidbody2D.velocity = Vector3.zero; speed.x = maxSpeedX * attackSpeedRate; speed.y = 0; break; case ActionType.TackleL: _rigidbody2D.gravityScale = 0; _rigidbody2D.velocity = Vector3.zero; speed.x = -maxSpeedX * attackSpeedRate; speed.y = 0; break; case ActionType.TitleWait: if (gameManager.GameStartEndedFlag) { actionType = ActionType.Normal; } break; case ActionType.GameClearWait: Move(); break; default: break; } //Debug.Log(speed); transform.position += speed * TimeSlowModule.Instance.GetTimeScale(); }