// 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; } }
// 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; } }