// Update is called once per frame void Update() { Timer += Time.deltaTime; script1 = PlayerObj.GetComponent <ctrlcharactor>(); script = EnemyCountObj.GetComponent <RemainingEnemy>(); if (script1.HP <= 0) { FailedEvent(); } if (Timer >= 30f) { if (!one1) { one1 = true; Wave2(); } } if (Timer >= 60f) { if (!one2) { one2 = true; Wave3(); } if (script.EnemyCount == 0) { Game.StageClearFrag[1] = true; ClearEvent(); } } }
// Update is called once per frame void Update() { Timer += Time.deltaTime; if (Timer >= 4f) { load.enabled = false; tutorial1.SetActive(true); } if (Timer >= 19f) { tutorial1.SetActive(false); load.enabled = true; } if (Timer >= 21f) { load.enabled = false; tutorial2.SetActive(true); } if (Timer >= 36f) { tutorial2.SetActive(false); load.enabled = true; } if (Timer >= 38f) { load.enabled = false; tutorial3.SetActive(true); if (!one) { one = true; Instantiate(Dummy, Enemy1.transform.position, Quaternion.identity); Instantiate(Dummy, Enemy2.transform.position, Quaternion.identity); Instantiate(Dummy, Enemy3.transform.position, Quaternion.identity); Instantiate(Dummy, Enemy4.transform.position, Quaternion.identity); Instantiate(Dummy, Enemy5.transform.position, Quaternion.identity); Instantiate(Dummy, Enemy6.transform.position, Quaternion.identity); Instantiate(Dummy, Enemy7.transform.position, Quaternion.identity); Instantiate(Dummy, Enemy8.transform.position, Quaternion.identity); Instantiate(Dummy, Enemy9.transform.position, Quaternion.identity); Instantiate(Dummy, Enemy10.transform.position, Quaternion.identity); Instantiate(Dummy, Enemy11.transform.position, Quaternion.identity); Instantiate(Dummy, Enemy12.transform.position, Quaternion.identity); } } if (Timer >= 50f) { tutorial3.SetActive(false); load.enabled = true; } if (Timer >= 52f) { load.enabled = false; tutorial4.SetActive(true); script = EnemyCountObj.GetComponent <RemainingEnemy>(); if (script.EnemyCount == 0) { Clear = true; } else { Clear = false; } } if (Clear) { Game.StageClearFrag[0] = true; ClearTimer += Time.deltaTime; tutorial4.SetActive(false); load.enabled = true; if (ClearTimer >= 2f) { load.enabled = false; tutorial5.SetActive(true); } if (ClearTimer >= 4f) { anim1.SetTrigger("Start"); } if (ClearTimer >= 6f) { anim2.SetTrigger("Start"); } if (ClearTimer >= 9f) { anim3.SetTrigger("Start"); } if (ClearTimer >= 11f) { SceneManager.LoadScene("StageSelect"); } } }
// Update is called once per frame void Update() { Timer += Time.deltaTime; script1 = PlayerObj.GetComponent <ctrlcharactor>(); script = EnemyCountObj.GetComponent <RemainingEnemy>(); if (script1.HP <= 0f) { Failed = true; } else { Failed = false; } if (Timer >= 1f) { if (script.EnemyCount == 0) { Game.StageClearFrag[3] = true; Clear = true; } else { Clear = false; } } if (Clear) { EndTimer += Time.deltaTime; anim1.SetTrigger("Start"); if (EndTimer >= 2f) { anim2.SetTrigger("Start"); } if (EndTimer >= 5f) { anim3.SetTrigger("Start"); } if (EndTimer >= 7f) { SceneManager.LoadScene("EndRoll"); } } if (Failed) { EndTimer += Time.deltaTime; anim1.SetTrigger("Start"); if (EndTimer >= 2f) { anim4.SetTrigger("Start"); } if (EndTimer >= 5f) { anim3.SetTrigger("Start"); } if (EndTimer >= 7f) { SceneManager.LoadScene("StageSelect"); } } }