コード例 #1
0
 // Update is called once per frame
 void Update()
 {
     if (btnType == 0)
     {
         if (btnPress)
         {
             beamRifle.Shoot();
         }
         myAnim.rifleAtk = btnPress;
     }
     else if (btnType == 1)
     {
         ForeSprite.fillAmount = multiLaser.delayTime / multiLaser.delayMaxTime;
     }
     else
     {
         ForeSprite.fillAmount = myUnitState.dashDelay / myUnitState.dashMaxDelay;
     }
 }
コード例 #2
0
    // Update is called once per frame
    void Update()
    {
        if (myUnit.targetUnit != null)
        {
            RangeAttack(myUnit.targetUnit.transform.position);
        }
        else
        {
            if (myUnit.targetBase != null && myUnit.targetBase.activeSelf == true)
            {
                RangeAttack(myUnit.targetBase.transform.position);
            }
            else
            {
                attackStart = false;
            }
        }
        if (myAnim.atkStart)
        {
            beamRifle.Shoot();
        }

        if (enemyType == 1)
        {
            float per = myHealth.health / myHealth.healthMax;
            if (per < 0.95f)
            {
                spAttackStart = true;
            }
        }
        else if (enemyType == 2)
        {
            float per = myHealth.health / myHealth.healthMax;
            if (per < 0.95f)
            {
                spAttackStart = true;
            }
        }
    }