public DEFINE.PUZZLE_PIECE_SUIT Skill2; // スキルに必要なスート2 public Character(float life, float attack, DEFINE.PUZZLE_PIECE_SUIT skill1, DEFINE.PUZZLE_PIECE_SUIT skill2) { Life = life; // ライフ Attack = attack; // アタック Skill1 = skill1; // スキル1 Skill2 = skill2; // スキル2 }
//-------------------------------------------------- // パズルの柄設定 //-------------------------------------------------- public void SetSuit(DEFINE.PUZZLE_PIECE_SUIT suit) { // 柄を設定 PuzzlePieceSuit = suit; switch (PuzzlePieceSuit) { case DEFINE.PUZZLE_PIECE_SUIT.SPADE: // スペード GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex1; break; case DEFINE.PUZZLE_PIECE_SUIT.DIAMOND: // ダイヤ GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex2; break; case DEFINE.PUZZLE_PIECE_SUIT.HEART: // ハート GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex3; break; case DEFINE.PUZZLE_PIECE_SUIT.CLUB: // クラブ GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex4; break; } }
//-------------------------------------------------- // デバッグ用 //-------------------------------------------------- private void DebugPuzzle() { // 右クリックが押されていたら if (Input.GetMouseButton(1)) { ClickRight = true; } else { ClickRight = false; } // 色を切り替え if (Input.GetKeyDown(KeyCode.A)) { PuzzlePiececolor = new Color(PlayerColor_R, PlayerColor_G, PlayerColor_B, PlayerColor_A); } if (Input.GetKeyDown(KeyCode.S)) { PuzzlePiececolor = new Color(EnemyColor_R, EnemyColor_G, EnemyColor_B, EnemyColor_A); } if (Input.GetKeyDown(KeyCode.D)) { PuzzlePiececolor = Color.white; } if (Input.GetKeyDown(KeyCode.F)) { PuzzlePiececolor = new Color(PlayerColor_R, PlayerColor_G, PlayerColor_B, PlayerColor_A); GetComponent <SpriteRenderer>().color = Color.white; } // テクスチャを切り替え if (Input.GetKeyDown(KeyCode.Q)) { PuzzlePieceTex = PuzzlePiece_tex1; } if (Input.GetKeyDown(KeyCode.W)) { PuzzlePieceTex = PuzzlePiece_tex2; } if (Input.GetKeyDown(KeyCode.E)) { PuzzlePieceTex = PuzzlePiece_tex3; } if (Input.GetKeyDown(KeyCode.R)) { PuzzlePieceTex = PuzzlePiece_tex4; } // スペースが押されたらテクスチャをランダムに設定 if (Input.GetKeyDown(KeyCode.Space)) { switch (Random.Range(1, 5)) { case 1: // スペード GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex1; PuzzlePieceSuit = DEFINE.PUZZLE_PIECE_SUIT.SPADE; break; case 2: // ダイヤ GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex2; PuzzlePieceSuit = DEFINE.PUZZLE_PIECE_SUIT.DIAMOND; break; case 3: // ハート GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex3; PuzzlePieceSuit = DEFINE.PUZZLE_PIECE_SUIT.HEART; break; case 4: // クローバー GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex4; PuzzlePieceSuit = DEFINE.PUZZLE_PIECE_SUIT.CLUB; break; } } }