Пример #1
0
    void Move(int Number)
    {
        Attak  d1 = GetComponent <Attak>();
        Hisatu a1 = GetComponent <Hisatu>();

        //ボタン確認

        if (Input.GetButtonDown("Fire1_" + PlayerNum))
        {
            Debug.Log("Shot1_" + PlayerNum);
            d1.Kaiten();
            animator.SetBool("is_attack", true);
            Invoke("AnimatorBoolis_attack", 0.5f);
            _rigidBody.isKinematic = true;
            Invoke("RigidBodyfalse", 1.0f);
        }
        if (Input.GetButtonDown("Fire2_" + PlayerNum))
        {
            Debug.Log("Shot2_" + PlayerNum);
            d1.Syageki();
            animator.SetBool("is_attack", true);
            Invoke("AnimatorBoolis_attack", 0.5f);
            _rigidBody.isKinematic = true;
            Invoke("RigidBodyfalse", 1.0f);
        }
        if (Input.GetButtonDown("Fire3_" + PlayerNum))
        {
            a1.hisatuskill();
            Debug.Log("Shot3_" + PlayerNum);
            animator.SetBool("is_attack", true);
            Invoke("AnimatorBoolis_attack", 0.5f);
        }
        //移動許可待ち
        if (Mov_OK)
        {
            //アナログスティックで動かせると思う
            x = Input.GetAxis("Horizontal" + PlayerNum); //左右
            y = Input.GetAxis("Vertical" + PlayerNum);   //前後
        }


        //transform.Rotate(0, x, 0);//回転
        //transform.position += y * transform.forward * PlayerSpeed * Time.deltaTime;//前後移動

        var direction = new Vector3(x, 0, y);

        if (x != 0 || y != 0)
        {
            //方向を向く
            transform.localRotation = Quaternion.LookRotation(direction);
            //方向に移動
            transform.position += PlayerSpeed * direction * Time.deltaTime;
            //_rigidBody.AddForce(direction * 1000);
            animator.SetBool("is_go", true);
        }
        else
        {
            animator.SetBool("is_go", false);
        }
    }
Пример #2
0
    void Update()
    {
        at    = GameObject.Find(player);
        attak = at.GetComponent <Attak>();
        //ここで弾数取得
        int Pbulletcount = attak.BulletCount;

        //int Pbulletcount = at.GetComponent<Attak>().BulletCount;

        //BoolをPbulletcountに変更
        if (Pbulletcount == 5)
        {
            Gage_5.gameObject.SetActive(true);
            Gage_4.gameObject.SetActive(true);
            Gage_3.gameObject.SetActive(true);
            Gage_2.gameObject.SetActive(true);
            Gage_1.gameObject.SetActive(true);
        }
        if (Pbulletcount == 4)
        {
            Gage_5.gameObject.SetActive(false);
            Gage_4.gameObject.SetActive(true);
            Gage_3.gameObject.SetActive(true);
            Gage_2.gameObject.SetActive(true);
            Gage_1.gameObject.SetActive(true);
        }

        if (Pbulletcount == 3)
        {
            Gage_5.gameObject.SetActive(false);
            Gage_4.gameObject.SetActive(false);
            Gage_3.gameObject.SetActive(true);
            Gage_2.gameObject.SetActive(true);
            Gage_1.gameObject.SetActive(true);
        }
        if (Pbulletcount == 2)
        {
            Gage_5.gameObject.SetActive(false);
            Gage_4.gameObject.SetActive(false);
            Gage_3.gameObject.SetActive(false);
            Gage_2.gameObject.SetActive(true);
            Gage_1.gameObject.SetActive(true);
        }
        if (Pbulletcount == 1)
        {
            Gage_5.gameObject.SetActive(false);
            Gage_4.gameObject.SetActive(false);
            Gage_3.gameObject.SetActive(false);
            Gage_2.gameObject.SetActive(false);
            Gage_1.gameObject.SetActive(true);
        }
        if (Pbulletcount == 0)
        {
            Gage_5.gameObject.SetActive(false);
            Gage_4.gameObject.SetActive(false);
            Gage_3.gameObject.SetActive(false);
            Gage_2.gameObject.SetActive(false);
            Gage_1.gameObject.SetActive(false);
        }

        //使わないから消した
        ////増える
        //if (Input.GetKeyDown(KeyCode.Z))
        //{
        //    Bool += 1;
        //    if (Bool >= 5)
        //    {
        //        Bool = 5;
        //    }
        //}

        ////減る
        //if (Input.GetKeyDown(KeyCode.X))
        //{
        //    Bool -= 1;
        //    if (Bool <= 0)
        //    {
        //        Bool = 0;
        //    }
        //}
    }