// Update is called once per frame void Update() { bool d_f = Boss_Endless2.Set_dragon_posOK(); if (d_f == true) { transform.Translate(speed_x, speed_y, 0); space_check_b = script.space_check; //新しく変数を宣言してその中にmove.csの変数space_checkを代入する。 } }
// Use this for initialization void Start() { Warning = GameObject.Find("Warning"); Max_Range_Lv = GameStartText.Set_Stage_Lv(); //script1 = Warning.GetComponent<Warning3>(); InvokeRepeating("_Bless", 0.1f, interval); time = 0; flash_f = false; Bless.SetActive(false); d_f = Boss_Endless2.Set_dragon_posOK(); //d_016_1 = GameObject.Find("d_016"); //script2 = d_016_1.GetComponent<Boss_Endless>(); }
// Update is called once per frame void Update () { d_f = Boss_Endless2.Set_dragon_posOK(); }
// Update is called once per frame void Update() { if (GetComponent <SpriteRenderer>().isVisible) { player_show = true; } else { player_show = false; } if (Input.GetKeyDown(KeyCode.L)) { Skill_Button_OK(); } GetHeart_Dell = Player_damage_Endless.GetHeartDel(); if (GetHeart_Dell == true) { GetHeartDate(); GetHeart_Dell = false; } boss_sound_f = Boss_Endless2.Boss_Sound_Play_f(); Debug.Log("life = " + life); if (count > 0) { Heart_Add_f = false; amountcount = Skillobj.fillAmount; Skilltex.text = string.Format("" + count); if (roop) { //Reduce fill amount over 30 seconds Skillobj.fillAmount -= 1.0f / countTime * Time.deltaTime; } else if (!roop) { Skillobj.fillAmount += 1.0f / countTime * Time.deltaTime; } if (Skillobj.fillAmount == 0 || Skillobj.fillAmount == 1) { count = count - 1; Skillobj.fillClockwise = !Skillobj.fillClockwise; roop = !roop; } } if (count == 0) { Skilltex.text = string.Format("OK"); gauge_check = true; } if (skill_ok == true && gauge_check == true && skill == 1) { kobushi_f = true; } if (skill_ok == true && gauge_check == true && skill == 2) { tatumaki_f = true; } if (skill_ok == true && gauge_check == true && skill == 4) { GetHeartDate(); Heart_anime_Finish = false; life_saisei_f = true; gauge_check = false; skill_ok = false; if (life < 6) { life += 1; } SaveHeartDate(); Heart_Add_f = true; count = 5; } if (skill_ok == true && gauge_check == true && skill == 7) { invisible_f = true; } //------拳-------------- if (kobushi_f == true) { kobushi.SetActive(true); if (kobushi_ground_hit == 1) { kobushi.transform.position += new Vector3(4, 0); } if (kobushi_ground_hit == 2) { kobushi.transform.position -= new Vector3(4, 0); } if (kobushi.transform.position.x >= kobushi_start + kobushi_dx) { kobushi_ground_hit = 2; } if (kobushi.transform.position.x <= kobushi_start && gauge_check == true) { kobushi_ground_hit = 0; skill_ok = false; gauge_check = false; kobushi_f = false; count = 5; pos.x = kobushi_start; pos.y = kobushi_start_y; kobushi.transform.position = pos; kobushi.SetActive(false); } } //------拳(終わり)-------------- //------竜巻--------------- if (tatumaki_f == true) { timer += Time.deltaTime; tatumaki.SetActive(true); Tatumaki_Tran.DOScale(endValue: new Vector3(2.5f, 2.5f, 2.5f), duration: 1.0f); if (timer >= tatumaki_timer) { gauge_check = false; tatumaki_f = false; skill_ok = false; Tatumaki_Tran.DOScale(endValue: new Vector3(0f, 0f, 0f), duration: 1.0f); tatumaki.SetActive(false); timer = 0; count = 5; } } //------竜巻(終わり)------ //------ハート再生--------------- if (life_saisei_f == true) { if (life == 1) { /* * HeartObj1.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 255); * HeartObj2.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 255); * HeartObj3.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj4.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 255); * HeartObj5.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 255); * HeartObj6.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 255); */ } if (life == 2) { if (Heart_anime_Finish == false) { Heart2_Particle.Play(); Heart_anime_Finish = true; } /* * HeartObj1.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 255); * HeartObj2.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj3.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj4.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 255); * HeartObj5.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 255); * HeartObj6.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 255); */ } if (life == 3) //スタート時 { if (Heart_anime_Finish == false) { Heart1_Particle.Play(); Heart_anime_Finish = true; } /* * HeartObj1.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj2.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj3.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj4.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 255); * HeartObj5.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 255); * HeartObj6.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 255); */ } if (life == 4) { if (Heart_anime_Finish == false) { Heart4_Particle.Play(); Heart_anime_Finish = true; } /* * HeartObj1.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj2.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj3.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj4.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj5.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 255); * HeartObj6.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 255); */ } if (life == 5) { if (Heart_anime_Finish == false) { Heart5_Particle.Play(); Heart_anime_Finish = true; } /* * HeartObj1.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj2.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj3.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj4.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj5.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj6.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 255); */ } if (life == 6) { if (Heart_anime_Finish == false) { Heart6_Particle.Play(); Heart_anime_Finish = true; } /* * HeartObj1.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj2.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj3.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj4.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj5.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); * HeartObj6.GetComponent<SpriteRenderer>().color = new Color(255, 255, 255, 255); */ } } //------ハート再生(終わり)--------------- //------無敵--------------- if (invisible_f == true) { stage_sound.SetActive(false); Boss_Sound.SetActive(false); Invisible_Sound.SetActive(true); Invisible_timer += Time.deltaTime; Invisible_atari.SetActive(true); bless_hit.SetActive(false); //durationの時間ごとに色が変わる float phi = Time.time / duration * 2 * Mathf.PI; float amplitude = Mathf.Cos(phi) * 0.5F + 0.5F; //色をRGBではなくHSVで指定 player.GetComponent <Renderer>().material.color = Color.HSVToRGB(amplitude, 1, 1); if (lv7 >= 1 && lv7 < 30) { if (Invisible_timer >= 4.0f) { skill_ok = false; gauge_check = false; count = 5; Invisible_atari.SetActive(false); invisible_f = false; Invisible_timer = 0; player.GetComponent <Renderer>().material.color = Player_color; Invisible_Sound.SetActive(false); bless_hit.SetActive(true); if (boss_sound_f == false) { stage_sound.SetActive(true); } if (boss_sound_f == true) { Boss_Sound.SetActive(true); } } } if (lv7 >= 30 && lv7 < 60) { if (Invisible_timer >= 6.0f) { skill_ok = false; gauge_check = false; count = 5; Invisible_atari.SetActive(false); invisible_f = false; Invisible_timer = 0; player.GetComponent <Renderer>().material.color = Player_color; Invisible_Sound.SetActive(false); bless_hit.SetActive(true); if (boss_sound_f == false) { stage_sound.SetActive(true); } if (boss_sound_f == true) { Boss_Sound.SetActive(true); } } } if (lv7 >= 60 && lv7 < 90) { if (Invisible_timer >= 8.0f) { skill_ok = false; gauge_check = false; count = 5; Invisible_atari.SetActive(false); invisible_f = false; Invisible_timer = 0; player.GetComponent <Renderer>().material.color = Player_color; Invisible_Sound.SetActive(false); bless_hit.SetActive(true); if (boss_sound_f == false) { stage_sound.SetActive(true); } if (boss_sound_f == true) { Boss_Sound.SetActive(true); } } } if (lv7 >= 90 && lv7 < 100) { if (Invisible_timer >= 9.0f) { skill_ok = false; gauge_check = false; count = 5; Invisible_atari.SetActive(false); invisible_f = false; Invisible_timer = 0; player.GetComponent <Renderer>().material.color = Player_color; Invisible_Sound.SetActive(false); bless_hit.SetActive(true); if (boss_sound_f == false) { stage_sound.SetActive(true); } if (boss_sound_f == true) { Boss_Sound.SetActive(true); } } } if (lv7 >= 100) { if (Invisible_timer >= 10.0f) { skill_ok = false; gauge_check = false; count = 5; Invisible_atari.SetActive(false); invisible_f = false; Invisible_timer = 0; player.GetComponent <Renderer>().material.color = Player_color; Invisible_Sound.SetActive(false); bless_hit.SetActive(true); if (boss_sound_f == false) { stage_sound.SetActive(true); } if (boss_sound_f == true) { Boss_Sound.SetActive(true); } } } } //------無敵(終わり)--------------- }