// Update is called once per frame void Update() { m_Pos.SetPosition(transform.position); float horizontal = CrossPlatformInputManager.GetAxisRaw("Horizontal"); float vertical = CrossPlatformInputManager.GetAxisRaw("Vertical"); bool boJump = CrossPlatformInputManager.GetButton("Jump"); if (Input.GetKey(KeyCode.RightArrow)) { m_Pos.AddPositionX(0.1f); } else if (Input.GetKey(KeyCode.LeftArrow)) { m_Pos.AddPositionX(-0.1f); } //シーン切り替え if (Input.GetKeyDown(KeyCode.X)) { SceneManager.LoadSceneAsync("GameMain"); } TouchInfo info = AppUtil.GetTouch(); if (Input.GetKey(KeyCode.Z) || boJump) { for (int i = 0; i < 100; i++) { if (obj[i] == null) { obj[i] = mRes.CreateInstantiate("Sphere") as GameObject; break; } } } for (int i = 0; i < 100; i++) { if (obj[i]) { if (obj[i].transform.position.y <= -10.0f) { Destroy(obj[i]); obj[i] = null; } } } transform.position = m_Pos.GetPosition(); }
// Use this for initialization void Start() { StartCoroutine(mRes.AssetBundle_Load("original", true)); mPalyer = mRes.CreateInstantiate("unitychan") as GameObject; }