void LifeAlret() { const string m_50alret = "体力値残り半分を切りました。警戒を。"; const string m_20alret = "警告。体力値残り僅かです。[%p]。"; if (lifePoint <= maxLife / 2) { if (lifePoint <= maxLife / 3) { if (life20) { return; } life20 = true; talkControl.TalkSet(m_20alret, 1.6f, 1, 1.2f, true); } else { life20 = false; if (life50) { return; } life50 = true; talkControl.TalkSet(m_50alret, 1.4f, 1, 1.1f, true); } } else { life50 = false; } }
IEnumerator Talk() { const float m_waitTime = 0.2f; foreach (string text in talktext) { talkControl.TalkSet(text, 1, 1, 1, true); yield return(new WaitForSeconds(text.Length * m_waitTime)); Debug.Log(text.Length * m_waitTime); } Destroy(this); }
void PositionIDSet(Vector2 pos) { int m_x, m_y; pos -= new Vector2(floorScale / 2, floorScale / 2); m_x = (int)Mathf.Abs(pos.x / floorScale); m_y = (int)Mathf.Abs(pos.y / floorScale); if (!stagespawn.RequiredCheck(m_x, m_y)) { stagespawn.StageObjUpdate(m_x, m_y, setObjID, gimmicRotate); } else { talk.TalkSet("必須ギミックの為、消去・上書きはできません。", 1, 1, 1, true); } }
IEnumerator EnumeratorDeadEvent() { const string m_deadText = "撃破されました。再アクセスを試みます。"; talkControl.TalkSet(m_deadText, 0.8f, 0.7f, 1, true); playerController.ControlStop(); fadeImage.color = fadeColor; transform.tag = "Untagged"; yield return(StartCoroutine(DeadAnimation())); yield return(StartCoroutine(FadeIn(0.5f))); rimitTime.TimeSecrease(); transform.position = respawnPosition; GetComponent <Life>().Fullcure(); yield return(StartCoroutine(FadeOut(0.5f))); transform.tag = "Player"; playerController.ControlStart(); }
/// <summary> /// ミッション開始時の会話 /// </summary> private void FirstTalk() { const string startVoice = "アクセス開始。[%p]、お願いします。"; talkControl.TalkSet(startVoice, 1, 1, 1, true); }
void OutName(string printText) { talkControl.TalkSet(printText, 1, 1, 1, true); }
void TextStringSet(string m_string) { text.text = m_string; talkControl.TalkSet(m_string, 1, 1, 1, false); Destroy(this); }