public void Enemy_Anime(bool isBattle, Common.Type type)//敵にもAction増えたら追加 , Common.Action action) //多分IDは基本的にtouchID { if (isBattle) { Battle_enemy.GetComponent <Animator>().SetBool("Battle_start", true); Battle_enemy.GetComponent <Animator>().SetInteger("EnemyInt", (int)type); //Battle_enemy.GetComponent<Animator>().SetInteger("Move_Int", (int)action); } else { Battle_enemy.GetComponent <Animator>().SetBool("Battle_start", false); Battle_enemy.GetComponent <Animator>().SetTrigger("BattleEndTrigger"); Battle_enemy.GetComponent <Animator>().SetInteger("EnemyInt", 0); } }
public Character(GameObject Image_obj, Common.Type t) { obj = Image_obj; act = Common.Action.Walk; type = t; map = Instantiate(Resources.Load <GameObject>("Prefab/Icon")) as GameObject; map.transform.parent = GameObject.Find("Map_base").transform; if (t != Common.Type.Player) { Set_Chara((int)t); //obj.GetComponent<SpriteRenderer>().sprite = Resources.Load<Sprite>("Images/Charactor/Enemy_sprite/Enemy" + (int)t+"_1"); map.GetComponent <Image>().sprite = Resources.Load <Sprite>("Images/GameScene/Small_enemy"); } speed = 1; count = 0; }
public void Revival(Common.Type t) { type = t; obj.GetComponent <Animator>().SetInteger("Chara_Int", -1); obj.GetComponent <Animator>().SetBool("Out_Bool", true); }