/// <summary> /// Game over. /// </summary> public void GameOver() { GameObject.FindGameObjectWithTag("GameOver").GetComponent <Image> ().enabled = true; naviControl.ShowNavi("ゲームオーバー", 3, ""); Destroy(shield.gameObject); StartCoroutine(MoveScene(1)); }
/// <summary> /// MPが足りるかどうかをチェックする /// </summary> /// <returns><c>true</c>, if M p enough was checked, <c>false</c> otherwise.</returns> /// <param name="MP">MP</param> /// <param name="cost">Need MP</param> bool Check_MP_enough(ref float MP, float cost) { cost -= (int)(cost * (playerStatus.costDownRate / 100)); if (MP < cost) { naviControl.ShowNavi("MP不足", 2, ""); return(false); } else { MP -= cost; return(true); } }
// Use this for initialization void Start() { p_HP_slider.maxValue = p_HP; p_HP_slider.value = p_HP; p_MP_slider.maxValue = p_MP; p_MP_slider.value = p_MP; if (LoadLevel.Instance != null) { LoadLevel.Instance.LoadStatus(); } nowMP = p_MP; naviControl = GameObject.Find("GameRoot").GetComponent <NaviControl> (); naviControl.ShowNavi("ゲーム開始", 3, ""); StartCoroutine(CheckMP()); }
/// <summary> /// クリア /// </summary> public void StageClear() { if (this.tag == "Boss") { Debug.Log("win"); playerStatus.isWin = true; GameObject.FindGameObjectWithTag("ClearImage").GetComponent <Image>().enabled = true; naviControl.ShowNavi("ゲームクリア", 3, ""); StartCoroutine(MoveScene(1)); } else { DestroyMonster(); } }
// Update is called once per frame void Update() { if (coolDown != 0) { if (isCoolDown) { timer += Time.deltaTime; } if (timer >= coolDown) { naviControl.ShowNavi("準備完了", 2, this.gameObject.name); btn.interactable = true; isCoolDown = false; timer = 0; } } }
// Use this for initialization void Start() { naviControl = GameObject.Find("GameRoot").GetComponent <NaviControl>(); naviControl.ShowNavi(this.gameObject.name, 3, ""); }