// Update is called once per frame void Update() { HeartEffectGen heart = HeartEffect.GetComponent <HeartEffectGen>(); float heartNum = heart.GetHeartCount(); float heartMax = heart.GetMaxHeartCount(); slider.value = heartNum / heartMax; }
// Update is called once per frame void Update() { // ハートの数が一定数超えない場合returnする HeartEffectGen heart = GameObject.Find("HeartEffectGenerator").GetComponent <HeartEffectGen>(); if (heart.GetHeartCount() < heart.GetMaxHeartCount()) { return; } float step = speed * Time.deltaTime; // 回転する速さ(speedの値を変える) // maxActionCountまでフリフリしたら if (actionCount > maxActionCount) { // 元の位置に戻す this.transform.rotation = Quaternion.Slerp(this.transform.rotation, Quaternion.Euler(0.0f, 0.0f, 0.0f), step); if (this.transform.rotation.z * Mathf.Rad2Deg > -0.25f) { // 全ての値を戻す bAction = false; bHurihuri = false; actionCount = 0; heart.SetHeartCount(0); this.transform.rotation = Quaternion.Euler(new Vector3(0.0f, 0.0f, 0.0f)); } } else { bAction = true; if (!bHurihuri) // 左にフリフリ { this.transform.rotation = Quaternion.Slerp(this.transform.rotation, Quaternion.Euler(0.0f, 0.0f, 5.0f), step); if (this.transform.rotation.z * Mathf.Rad2Deg > 2.4f) { bHurihuri = true; actionCount++; } } else // 右にフリフリ { this.transform.rotation = Quaternion.Slerp(this.transform.rotation, Quaternion.Euler(0.0f, 0.0f, -5.0f), step); if (this.transform.rotation.z * Mathf.Rad2Deg < -2.4f) { bHurihuri = false; actionCount++; } } } }
// Update is called once per frame void Update() { // ハートの数が一定数超えない場合returnする HeartEffectGen heart = GameObject.Find("HeartEffectGenerator").GetComponent <HeartEffectGen>(); if (heart.GetHeartCount() > heart.GetMaxHeartCount()) { OnePicture.SetActive(false); bGifPlaying = true; GifImage.Play(); } else { OnePicture.SetActive(true); } }