예제 #1
0
    // Update is called once per frame
    void Update()
    {
        //アニメーションフラグで判定をとる--------------------------
        if (_characterAnim.Attack() && _check)
        {
            audioSource.PlayOneShot(FroideAttack, 0.7F);
            _check = false;
        }
        if (_characterAnim.Down() && _check)
        {
            audioSource.PlayOneShot(FroideDown, 0.7F);
            _check = false;
        }
        if (_characterAnim.Hit() && _check)
        {
            audioSource.PlayOneShot(FroideHit, 0.7F);
            _check = false;
        }

        if (_characterAnim.Walk() && _check)
        {
            audioSource.PlayOneShot(FroideWalk, 0.7F);
            _check = false;
        }
        if (_characterAnim.Mono() && _check)
        {
            _check = true;
        }
        if (_characterAnim.Skill() && _check)
        {
            audioSource.PlayOneShot(FroideSkill, 0.7F);
            _check = false;
        }
        if (_characterAnim.Stand() && _check)
        {
            _check = true;
        }
    }
예제 #2
0
    // Update is called once per frame
    void Update()
    {
        //アニメーションフラグで判定をとる--------------------------

        if (_characterAnim.Attack() && _check)
        {
            audioSource.PlayOneShot(PenguinReinforcedFormAttack, 0.7F);
            _check = false;
        }
        if (_characterAnim.Down() && _check)
        {
            audioSource.PlayOneShot(PenguinReinforcedFormDown, 0.7F);
            _check = false;
        }
        if (_characterAnim.Hit() && _check)
        {
            audioSource.PlayOneShot(PenguinReinforcedFormHit, 0.7F);
            _check = false;
        }

        if (_characterAnim.Walk() && _check)
        {
            audioSource.PlayOneShot(PenguinReinforcedFormWalk, 0.7F);
            _check = false;
        }
        if (_characterAnim.Mono() && _check)
        {
            _check = true;
        }
        if (_characterAnim.Skill() && _check)
        {
            audioSource.PlayOneShot(PenguinReinforcedFormSkill, 0.7F);
            _check = false;
        }
        if (_characterAnim.Stand() && _check)
        {
            _check = true;
        }

        if (_characterAnim.Attack() && _check)
        {
            audioSource.PlayOneShot(PenguinAttack, 0.7F);
            _check = false;
        }
        if (_characterAnim.Down() && _check)
        {
            audioSource.PlayOneShot(PenguinDown, 0.7F);
            _check = false;
        }
        if (_characterAnim.Hit() && _check)
        {
            audioSource.PlayOneShot(PenguinHit, 0.7F);
            _check = false;
        }

        if (_characterAnim.Walk() && _check)
        {
            audioSource.PlayOneShot(PenguinWalk, 0.7F);
            _check = false;
        }
        if (_characterAnim.Mono() && _check)
        {
            _check = true;
        }
        if (_characterAnim.Skill() && _check)
        {
            audioSource.PlayOneShot(PenguinSkill, 0.7F);
            _check = false;
        }
        if (_characterAnim.Stand() && _check)
        {
            _check = true;
        }
    }