コード例 #1
0
    // Update is called once per frame
    public void Update()
    {
        if (!isLocalPlayer)
        {
            return;
        }

        if (player.isDead)
        {
            if (!player.pointFlag)
            {
                player.CmdAddPoint(player.EnemyTeam(), 5);
                player.pointFlag = true;
            }
            player.DeadTime();
        }

        if (player.isChange)
        {
            player.ChangeType((int)player.Type);
            return;
        }


        if (MyInput.OnTrigger() && trapId != "")
        {
            trapPrefab.GetComponent <Trap>().ID = trapId;
            trapPrefab.GetComponent <Trap>().SetPlayerTeamInfo(player.team);
            Instantiate(trapPrefab, new Vector3(transform.position.x + -player.moveForward.x, -0.5f, transform.position.z + -player.moveForward.z), Quaternion.identity);

            ClearTrapInfo();
        }
    }
コード例 #2
0
ファイル: ChasePlayer.cs プロジェクト: yakishi/PsycopathOfTag
    // Update is called once per frame
    public void Update()
    {
        if (!isLocalPlayer)
        {
            return;
        }



        if (MyInput.OnTrigger())
        {
            if (magazine == 0)
            {
                //Debug.Log(gameObject.name + " : 弾切れだ!!");
            }

            if (magazine > 0 && !next_bullet)
            {
                Shoot();
                magazine--;
                next_bullet = true;
                StartCoroutine("Cool_Time");
            }
        }

        if (Input.GetKeyDown(KeyCode.F1))
        {
            Change_Mode("G");
        }
        if (Input.GetKeyDown(KeyCode.F2))
        {
            Change_Mode("K");
        }
        if (Input.GetKeyDown(KeyCode.F3))
        {
            Change_Mode("Ks");
        }
        if (Input.GetKeyDown(KeyCode.F4))
        {
            Change_Mode("S");
        }

        if (player.isDead)
        {
            if (!player.pointFlag)
            {
                player.CmdAddPoint(player.EnemyTeam(), 3);
                player.pointFlag = true;
            }

            player.DeadTime();
        }
        if (player.isChange)
        {
            player.ChangeType((int)player.Type);
            return;
        }
    }