示例#1
0
    // 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。
        }
    }
示例#2
0
 // 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>();
 }
示例#3
0
	// Update is called once per frame
	void Update () {
        d_f = Boss_Endless2.Set_dragon_posOK();
    }
示例#4
0
    // 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)---------------
    }