コード例 #1
0
 // Update is called once per frame
 void Update()
 {
     if (gc != null && !gc.gameOver && gc.isRun)
     {
         if (!runCoroutine)
         {
             PlayerInput();
         }
         if (stan)
         {
             if (isGround)
             {
                 stanRelease += Time.deltaTime;
             }
             if (stanRelease >= 10 || leverCount == leverMax)
             {
                 stan             = false;
                 notMove          = false;
                 stanRelease      = 0;
                 leverCount       = 0;
                 transform.parent = null;
                 gameObject.GetComponent <Rigidbody>().isKinematic = false;
                 _animator.SetBool("Fell", false);
                 _animator.SetBool("Hold", false);
                 _animator.SetBool("GraveCatched", false);
             }
         }
         if (otherPlayer != null || throwObject != null)
         {
             ThrowFailed();
         }
         if (recovery)
         {
             _invincible += Time.deltaTime;
             Color face = _faceMaterial.color;
             Color body = _bodyMaterial.color;
             if (face.a >= 1 || face.a <= 0)
             {
                 _alpha *= -1;
             }
             face.a += _alpha;
             body.a += _alpha;
             _faceMaterial.color = face;
             _bodyMaterial.color = body;
             if (_invincible >= invisible)
             {
                 recovery    = false;
                 _invincible = 0;
                 MaterialUtils.SetMode(_faceMaterial, MaterialUtils.Mode.Opaque);
                 MaterialUtils.SetMode(_bodyMaterial, MaterialUtils.Mode.Opaque);
                 _faceMaterial.color = new Color(_faceMaterial.color.r, _faceMaterial.color.g, _faceMaterial.color.b, 1);
                 _bodyMaterial.color = new Color(_bodyMaterial.color.r, _bodyMaterial.color.g, _bodyMaterial.color.b, 1);
             }
         }
     }
 }
コード例 #2
0
 public void Resusitation()
 {
     if (throwObject != null)
     {
         throwObject.GetComponent <Rigidbody>().isKinematic = false;
         throwObject.transform.parent = null;
         throwObject = null;
         _animator.SetBool("Throw", false);
         _animator.SetBool("Catch", false);
         _animator.SetBool("CatchPlayer", false);
         _animator.SetFloat("CatchDelay", 0);
         ThrowFailed();
     }
     gameObject.AddComponent <NomalizeState>();
     _animator.SetBool("Fell", false);
     _animator.SetBool("Hold", false);
     stan = false;
     MaterialUtils.SetMode(_faceMaterial, MaterialUtils.Mode.Fade);
     MaterialUtils.SetMode(_bodyMaterial, MaterialUtils.Mode.Fade);
     Debug.Log(_faceMaterial.GetFloat("_Mode"));
     recovery    = true;
     _plusPoint -= 50;
     PointUpdate();
 }