/// <summary> /// プレイヤーがダメージを受けた時の処理 /// </summary> /// <param name="damage">ダメージ量</param> public void Damage(int damage, int playerNum) { if (isDamage) { return; } int hp = 0; switch (own) { case PlayerKind.Player1: hp = MultiPlayerManager.instance.P1Dot -= damage; //Debug.Log(MultiPlayerManager.instance.P1Dot); break; case PlayerKind.Player2: hp = MultiPlayerManager.instance.P2Dot -= damage; //Debug.Log(MultiPlayerManager.instance.P2Dot); break; case PlayerKind.Player3: hp = MultiPlayerManager.instance.P3Dot -= damage; //Debug.Log(MultiPlayerManager.instance.P3Dot); break; case PlayerKind.Player4: hp = MultiPlayerManager.instance.P4Dot -= damage; //Debug.Log(MultiPlayerManager.instance.P4Dot); break; default: Debug.LogError("よばれちゃいけんのやぞ"); break; } DotManager.instance.EnemyDeadDotPop(damage, transform.position, playerNum); Debug.Log(hp); if (hp <= 0) { //HPが0になったとき StartCoroutine(DownPlayer()); //create.ResetWeapon(); //StarManager.instance.DeadStarDrop(transform.position, own); //GameObject.Find("PlayerSetting").GetComponent<StartGame>().RespornPlayer(this.gameObject); } else { isDamage = true; audio.clip = clips[0]; audio.Play(); Debug.Log(this.gameObject.name + "が" + damage + "ダメージ受けた\nのこり体力" + hp); StartCoroutine(DamegeWait()); colorScript.DamagedOn(); shieldCheck = false; //GetComponent<MoveController>().shieldStart(false); animator.SetTrigger("Hit"); bool getWeapon = create.nowWeapon.name == "punch"; animator.SetBool("HoldingWeapon", getWeapon); //武器を持っているか持っていないかの判定 //animator.SetBool("Trigger" ,isAction); //shieldCheck = false; } }