private void OnTriggerEnter2D(Collider2D collision) { // プレイヤーに当たったら破壊される if (collision.gameObject.tag == "Player") { // 破壊エフェクトの再生 EffekseerSystem.PlayEffect(Effect, transform.position); // SEの再生 SoundManager.Instance.PlaySE(BreakSEName); // コイン減算UIを表示 GameObject obj = Instantiate(MinusCoinUIObject, CanvasObject.transform); obj.transform.position = RectTransformUtility.WorldToScreenPoint(cameraObject, this.transform.position); obj.GetComponent <TextMeshProUGUI>().text = SubScore.ToString(); if (m_TutrialManager.tutrial == TutrialSceneManager.TUTRIAL.TUTRIAL_SYOKUDAI) { //チュートリアルの変更 m_TutrialManager.TutrialChange(m_StateID); batumage.StartDisplay(); } Destroy(this.gameObject); } }
private void OnTriggerEnter2D(Collider2D collision) { if (!isAngry) { if (collision.tag == "Player") { isAngry = true; // 店員の色を変える Color color = sprite.color; color.b = 0.5f; color.g = 0.5f; sprite.color = color; // 怒りエフェクトを再生 effectHandle = EffekseerSystem.PlayEffect(effect, this.transform.position); // 怒り音を再生 SoundManager.Instance.PlaySE("Angry"); // 時間減算UIを表示 GameObject obj = Instantiate(MinusTimeUIObject, CanvasObject.transform); obj.transform.position = RectTransformUtility.WorldToScreenPoint(cameraObject, this.transform.position); obj.GetComponent <TextMeshProUGUI>().text = (-MinusTime).ToString(); //チュートリアルの変更 m_TutrialManager.TutrialChange(m_StateID); batumage.StartDisplay(); } } }