protected override void Regain() { if (_bear.Attach_complete) { _bear.BearAnimationChange(BearAttach.BEAR.BEAR_GLAD); rend.sprite = _correct; base.Regain(); } else { Attach_complete = true; rend.sprite = _correct; _bear.BearAnimationChange(BearAttach.BEAR.BEAR_SAD); } }
//削除のタイミングでエフェクトの生成、熊の状態を元に戻す protected override void Testament() { _se.PlayBackSound(SoundEffectManager.SOUND_TYPE.SOUND_TYPE_FAILUR); Instantiate(_burstColor, gameObject.transform.position, Quaternion.identity); if (!_honey.Attach_complete) { _bear.BearAnimationChange(BearAttach.BEAR.BEAR_NORMAL); } else { _bear.BearAnimationChange(BearAttach.BEAR.BEAR_SAD); } base.Testament(); }