private IEnumerator Kick_Cor() { can_Attack = false; _controller.Set_Is_Playable(false); _anim.SetTrigger("KickTrigger"); _rigid.velocity = new Vector2(transform.localScale.x * 180f, -200f); kick_Collision.Make_Collider_Appear(); for (float t = 0; t < 0.33f; t += Time.deltaTime) { _rigid.velocity = new Vector2(transform.localScale.x * 180f, _rigid.velocity.y); //敵と衝突時ノックバック if (kick_Collision.Hit_Trigger()) { _rigid.velocity = new Vector2(40f * -transform.localScale.x, 180f); BeetlePowerManager.Instance.StartCoroutine("Increase_Cor", 8); _controller.Change_Animation("JumpBool"); yield return(new WaitForSeconds(0.15f)); break; } yield return(null); } kick_Collision.Make_Collider_Disappear(); _controller.Set_Is_Playable(true); can_Attack = true; }
//キック発生中の処理 private IEnumerator Kicking_Cor() { for (float t = 0; t < 0.35f; t += Time.deltaTime) { _rigid.velocity = new Vector2(transform.localScale.x * Kick_Velocity(), _rigid.velocity.y); _controller.Change_Animation("KickBool"); //敵と衝突時の処理 if (kick_Collision.Hit_Trigger()) { Do_Hit_Kick_Process(); accept_Input = true; //敵に当たったとき次のキック入力を受け付ける yield return(new WaitForSeconds(0.05f)); break; } yield return(null); } end_Kick = true; }