public void Attacked(float down, Vector2 KnockPower) { if (player_controller_script.Dead || player_move_script.RollMode) { return; } Attacked_mode = true; if (HP > 0) { if (!player_controller_script.BlockMode) { HP -= (down - Defense); } else { HP -= (down - BlockDefense); } sliderHP.value = HP / 100.0f; if (!animation_mode) { audio_play_script = AttackedSoundObject.GetComponent <AudioPlayScript>(); player_controller_script.ResetAttacks(); animation_mode = true; player_controller_script.BlockPermit = false; anim.SetTrigger("Hurt"); player_controller_script.BlockPermit = true; StartCoroutine(AnimationTimeChange()); DamageEvent(); rigid.AddForce(new Vector2(-1 * this.transform.localScale.x * KnockPower.x, KnockPower.y)); } } else { //死んだら if (once) { audio_play_script = DeadSoundObject.GetComponent <AudioPlayScript>(); //死んだときのイベントを書く player_controller_script.Dead = true; anim.SetTrigger("Death"); rigid.bodyType = RigidbodyType2D.Static; audio_play_script.AudioPlay(0f); player_controller_script.ResetAttacks(); StartCoroutine(SceneMoveTimeWait(1.5f)); once = false; } } }