//敵と衝突時の処理 private IEnumerator Do_Hit_Attack_Process() { if (knock_Back) { float force = _controller.is_Landing ? 170f : 30f; //ノックバック _rigid.velocity = new Vector2(force * -transform.localScale.x, 10f); } player_SE.Play_Hit_Attack_Sound(); //効果音 float tmp = Time.timeScale; //ヒットストップ Time.timeScale = 0.4f; yield return(new WaitForSeconds(0.05f)); Time.timeScale = tmp; }
//強攻撃 private IEnumerator Charge_Attack_Cor() { _anim.SetTrigger("AttackTrigger"); attack_Collision.Make_Collider_Appear(0.18f); player_SE.Play_Attack_Sound(); player_SE.Play_Hit_Attack_Sound(); _rigid.velocity += new Vector2(transform.localScale.x * 5f, 0); //Rigidbodyのスリープ状態を解除する for (float t = 0; t < 0.18f; t += Time.deltaTime) { //敵と衝突時 if (attack_Collision.Hit_Trigger()) { StartCoroutine("Do_Hit_Attack_Process"); yield return(new WaitForSeconds(0.05f)); break; } yield return(null); } }
//キックのヒット時の処理 private void Do_Hit_Kick_Process() { _rigid.velocity = new Vector2(30f * -transform.localScale.x, 160f); //ノックバック player_SE.Play_Hit_Attack_Sound(); //効果音 }