void shoot() { shootMax -= 1; Debug.Log("shoot"); isCall = false; if (shootMax < 1) { isReload = true; } Reload reload = FindObjectOfType <Reload>(); Skill skill = FindObjectOfType <Skill>(); if (skill.ready) { GameObject KingPanel = Instantiate(skill.KingPanelPrefab, new Vector3(50, 0, 1), transform.rotation) as GameObject; skill.kingSkill = true; skill.ready = false; } else { if (shootMax <= 0) { if (skill.kingSkill) { isReload = false; shootMax = Const.SHOOT_NUM; } else { isReload = true; } } //Instantiate (ballPrefab, transform.position, Quaternion.identity); // 弾を生成 Vector3 PlayerPos = transform.position; Vector3 ballPos = new Vector3(PlayerPos.x + movePos.x / 2f, PlayerPos.y + movePos.y / 2f, PlayerPos.z); GameObject shot = Instantiate(ballPrefab, ballPos, transform.rotation) as GameObject; // Shotスクリプトオブジェクトを取得 BallController s = shot.GetComponent <BallController>(); //打つボールを取得(配列から1つ取り出す) int BallId = reload.ShootBall(); s.ballType(BallId, charge, rot); //ボールのテクスチャを変更 s.ChangeSprite(reload.BallSptite(BallId)); //次に打つボールのセット reload.BallLoad(); } }