//ステータス変更
 private void Change_To_Beetle_Status()
 {
     transform.SetParent(main_Camera.transform);                 //カメラの子に
     _controller.Change_Animation("RideBeetleBool");             //アニメーション
     GetComponent <Rigidbody2D>().gravityScale = 0;              //重力
     body_Collision.Change_Collider_Size(new Vector2(6f, 6f));   //当たり判定
     body_Collision.Display_Sprite();
     beetle_Body.SetActive(true);
     main_Camera.GetComponent <CameraController>().Start_Auto_Scroll(scroll_Speed);  //オートスクロール
 }
예제 #2
0
    //しゃがむ
    public void Squat()
    {
        if (_controller.is_Squat)
        {
            return;
        }

        _controller.is_Squat = true;
        _controller.Change_Animation("SquatBool");
        player_Body.Change_Collider_Size(new Vector2(10, 12), new Vector2(0, -6));
    }
 //ステータス変更
 private void Change_To_Beetle_Status()
 {
     transform.rotation = Quaternion.Euler(new Vector3(0, 0, 0));                        //回転
     transform.SetParent(main_Camera.transform);                                         //カメラの子に
     GetComponent <Rigidbody2D>().gravityScale = 0;                                      //重力
     body_Collision.Change_Collider_Size(new Vector2(6f, 6f), default_Collider_Offset);  //当たり判定
     body_Collision.Display_Sprite();
     foot_Collision.Disappear();
     beetle_Body.SetActive(true);
     Change_Scroll_Speed_By_Power();                                                                   //オートスクロール
     GetComponent <PlayerTransitionRidingBeetle>().Change_Body_Direction((int)transform.localScale.x); //向きの固定
 }
    private IEnumerator Kick_Cor(Kind kind)
    {
        accept_Input = false;

        //入力受付後500フレーム以内にキック可能になればキック
        float loop_Count = 0;

        while (!_controller.can_Attack)
        {
            yield return(null);

            loop_Count++;
            if (loop_Count > 500)
            {
                accept_Input = true;
                yield break;
            }
        }

        //キック開始
        _controller.can_Attack = false;
        _controller.Set_Is_Playable(false);
        _controller.Change_Animation("KickBool");

        player_Body.Change_Collider_Size(new Vector2(10, 12), new Vector2(0, -6));
        player_SE.Play_Kick_Sound();

        if (kind == Kind.kick || kind == Kind.sliding)
        {
            kick_Collision.Make_Collider_Appear(false);
            StartCoroutine("Kicking_Cor");
        }
        else
        {
            kick_Collision.Make_Collider_Appear(true);
            player_SE.Play_Charge_Shoot_Sound();
            Quit_Charge(true);
            player_Body.Become_Invincible();
            StartCoroutine("Charge_Kicking_Cor");
        }

        yield return(new WaitUntil(End_Kick));

        //キック終了
        if (_controller.is_Landing)
        {
            _controller.Change_Animation("IdleBool");
        }
        else
        {
            _controller.Change_Animation("JumpBool");
        }

        _controller.Set_Is_Playable(true);
        kick_Collision.Make_Collider_Disappear();
        player_Body.Back_Default_Collider();

        if (kind == Kind.charge_Kick || kind == Kind.charge_Sliding)
        {
            player_Body.Release_Invincible();
        }

        _controller.can_Attack = true;
        accept_Input           = true;
    }