void Start() { wsc = GameObject.Find("WorldScene").GetComponent <WorldSceneController>(); wcc = GameObject.Find("WorldControllerCanvas").GetComponent <WorldCanvasController>(); wsc.allowMove = true; GameController gc = GameObject.Find("GameController").GetComponent <GameController>(); latestLevel = gc.PlayerLastLevel; if ((latestLevel + 1) < level) { status = _status.off; } if (latestLevel > level) { status = _status.on; } if ((latestLevel + 1) == level) { status = _status.bouncing; } if (latestLevel == level) { GameObject boat = GameObject.Find("boat"); boat.transform.position = transform.position; } switch (status) { case _status.bouncing: GameObject.Instantiate(LatestLevel, transform); break; case _status.on: GameObject.Instantiate(FinishedLevel, transform); break; default: GameObject.Instantiate(UnreachedLevel, transform); break; } }
// Use this for initialization void Start() { m_status = _status.NONE; player = GameObject.Find("Player"); //HPのゲージを取得 routine = MonsterAttack(); RotateToPlayer(1); }
public Wrestler_Brute(string name, _status status, Player player, int sp, string sp_desc) : base(name, status, player, sp, sp_desc) { lifePoint = 100; attackPoint = 5; defensePoint = 1; player.ContactList.Add(this); player.orderContactList(); }
public Wrestler(string name, _status status, Player player, int sp, string sp_desc) { Name = name; Status = status; SpecialAttackIndex = sp; specialDesc = sp_desc; extraAttack = 0; extraBlock = 0; Shield = false; }
/// <summary> /// Monster死ぬ /// </summary> public void MonsterDead() { StopCoroutine(routine); m_status = _status.DEAD; //アニメのイベントに転移 this.GetComponentInChildren <Animator> ().SetTrigger("isDead"); if (LoadLevel.Instance != null) { LoadLevel.Instance.maseki += this.maseki; } }
//離れたら void OnCollisionExit(Collision other) { switch (other.gameObject.tag) { case "Floor": if (m_status != _status.DEAD) { m_status = _status.AIR; StopCoroutine(routine); this.GetComponentInChildren <Animator>().SetTrigger("Blow"); } else { MonsterDead(); } break; } }
//接触があったら void OnCollisionEnter(Collision other) { switch (other.gameObject.tag) { case "Floor": if (m_status != _status.DEAD) { if (m_status == _status.AIR) { m_status = _status.STAND; this.GetComponentInChildren <Animator> ().SetTrigger("Stand"); RotateToPlayer(0.5f); } } else { MonsterDead(); } break; } }
set => SetProperty(ref _status, value);
public Wrestler(string name, _status status, Player player, int sp) { Name = name; Status = status; SpecialAttackIndex = sp; }
public Wrestler(string name, _status status, Player player) { Name = name; Status = status; }
set => Set(ref _status, value);