void Update() { attackcount += Time.deltaTime; if (pos.x <= 6.6823f) // 自陣にたどり着くまで移動 { Move(); } // 消滅とアイテムドロップ if (HP <= 0) { int item; item = Random.Range(0, 10); switch (item) { case 0: { characs.Item_Aup(this.gameObject); } break; default: break; } Instantiate(burst, transform.position, Quaternion.Euler(0f, 0f, 0f)); Instantiate(bom, transform.position, Quaternion.Euler(0f, 0f, 0f)); Destroy(gameObject); } if (flashTF) { StartCoroutine("Flashing"); } }
void Update() { attackcount += Time.deltaTime; if (pos.x <= 6.6823f) // 自陣にたどり着くまで移動 { Move(); } // 消滅とアイテムドロップ if (HP <= 0) { int item; item = Random.Range(0, 40); switch (item) { case 0: { characs.Item(this.gameObject); } break; case 1: { characs.Item_Aup(this.gameObject); } break; case 2: { characs.Item_MSup(this.gameObject); } break; case 3: { characs.Item_ASup(this.gameObject); } break; default: break; } Destroy(gameObject); } if (flashTF) { StartCoroutine("Flashing"); } }