void Update() { // プレイヤーの移動 float delta = Time.deltaTime; var h = Input.GetAxis(horizontalAxis); var v = Input.GetAxis(verticalAxis); var old = transform.localPosition; var newPosition = new Vector3( old.x + h * delta * Speed, old.y + v * delta * Speed, old.z); // 画面端に出ないようにする var topLeft = mainCamera.ViewportToWorldPoint(new Vector2(0, 0)); var bottomRight = mainCamera.ViewportToWorldPoint(new Vector2(1, 1)); newPosition.x = Mathf.Clamp(newPosition.x, topLeft.x, bottomRight.x); newPosition.y = Mathf.Clamp(newPosition.y, topLeft.y, bottomRight.y); transform.localPosition = newPosition; // shot入力チェック fireAxis.Update(); if (fireAxis.ChangePositive) { shot(); } }
// Update is called once per frame async void Update() { axis.Update(); if (axis.ChangePositive) { if (buttonOnce) { return; } buttonOnce = true; GameObject o = GameObject.Find("PushAnyButton"); if (o != null) { var flasher = o.GetComponent <FlashTextMeshProUGUI>(); if (flasher != null) { flasher.interval = 0.2f; // メインスレッドで2秒後に処理を行う await AwaitHelper.Delay(2f); Debug.Log("load scene"); SceneManager.LoadScene("GameScene"); } } } if (Input.GetKeyDown(KeyCode.Tab)) { SceneManager.LoadScene("KeyCheckScene"); } }
void Update() { fireAxis.Update(); if (fireAxis.ChangePositive) { SceneManager.LoadScene("TitleScene"); } }