void Update() { if (Input.GetKeyDown(KeyCode.P)) { mode = TEKI_MOVE.douga; } if (titleFlg == true) { title.SetActive(true); GetComponent <TitleScript>().TittleScript(); if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.Space)) { titleFlg = false; SRender.sprite = Uhand; transform.localScale = new Vector3(2.5f, 2.5f, 1); mode = TEKI_MOVE.buck; player.SetActive(true); title.SetActive(false); slider.SetActive(true); } } else { switch (mode) { //上から下に攻撃 case TEKI_MOVE.atunder: if (exflg == true) { if ((waittime += Time.deltaTime) > 1) { exflg = false; waittime = 0; } } else { //攻撃中は触れるとプレイヤーにダメージ if (attckFlg = EnemyAttckUnder()) { if (gameObject.tag != "Danger") { gameObject.tag = "Danger"; } } //大体2秒後に上に戻る else if ((waittime += Time.deltaTime) > 1) { EnemyModeChang(mode); } //攻撃が終わった後攻撃できるように else if (gameObject.tag != "Safety") { gameObject.tag = "Safety"; } } break; //横から攻撃 case TEKI_MOVE.atside: if (exflg == true && player.GetComponent <HPcontrol>().ShrimpDied == false) { if ((waittime += Time.deltaTime) > 1) { exflg = false; waittime = 0; } } else { //攻撃中は触れるとプレイヤーにダメージ if (attckFlg = EnemyAttckSide()) /*if (gameObject.tag != "GetHold") gameObject.tag = "GetHold";*/ } {
void Update() { switch (mode) { //上から攻撃 case TEKI_MOVE.atunder: if (attckFlg = EnemyAttckUnder()) { if (gameObject.tag != "Danger") { gameObject.tag = "Danger"; } } else if ((waittime += Time.deltaTime) > 2) { mode = TEKI_MOVE.buck; waittime = 0; } else if (gameObject.tag != "Safety") { gameObject.tag = "Safety"; } break; //横から攻撃 case TEKI_MOVE.atside: if (attckFlg = EnemyAttckSide()) { if (gameObject.tag != "Danger") { gameObject.tag = "Danger"; } } else if ((waittime += Time.deltaTime) > 3) { if (Random.Range(0, 7) == 0) { mode = TEKI_MOVE.atside; transform.position = new Vector3(sidestart, 0); } else if (Random.Range(0, 1) == 0) { GetComponent <SpriteRenderer>().sprite = Sphand; mode = TEKI_MOVE.special; box = Instantiate(sub); //anim2 = box.GetComponent<Animator>(); transform.position = new Vector3(sidestart, 0, 0); } else { GetComponent <SpriteRenderer>().sprite = Uhand; mode = TEKI_MOVE.atunder; transform.position = new Vector3(0, startpos); } waittime = 0; } else if (gameObject.tag != "Safety") { gameObject.tag = "Safety"; } break; //戻って行く case TEKI_MOVE.buck: if (attckFlg = EnemyBuck()) { ; } else if ((waittime += Time.deltaTime) > 2) { if (Random.Range(0, 7) == 0) { GetComponent <SpriteRenderer>().sprite = Shand; mode = TEKI_MOVE.atside; transform.position = new Vector3(sidestart, 0); } else if (Random.Range(0, 1) == 0) { GetComponent <SpriteRenderer>().sprite = Sphand; mode = TEKI_MOVE.special; box = Instantiate(sub); //anim2 = box.GetComponent<Animator>(); transform.position = new Vector3(sidestart, 0, 0); } else { mode = TEKI_MOVE.atunder; } waittime = 0; } ; break; //this.gameObject,new Vector2(12, 0),new Quaternion(0, 180, 0, 0) //両手攻撃 case TEKI_MOVE.special: if (!(puruFlg) && (attckFlg = EnemySpecial("Move"))) { if (gameObject.tag != "Danger") { gameObject.tag = "Danger"; } } else if (count < 100 /*&& (waittime += Time.deltaTime) > 0.05f*/) { //if(!(anim.GetCurrentAnimatorStateInfo(0).normalizedTime < 1.0f)) EnemySpecial("Puru"); //waittime = 0; count += 100; } else if (!(anim.GetCurrentAnimatorStateInfo(0).normalizedTime < 1.5f) && (attckFlg = EnemySpecial("Atack"))) { Debug.Log(transform.position); //anim.SetBool("start", false); //anim2.SetBool("start", false); } else if (!(puruFlg2) && (waittime += Time.deltaTime) > 2) { Destroy(box); count = 0; puruFlg = false; GetComponent <SpriteRenderer>().sprite = Uhand; mode = TEKI_MOVE.buck; waittime = 0; } else if (gameObject.tag != "Safety") { gameObject.tag = "Safety"; } break; } }