void Update() { if (isPushed_) { if (darkChange_.CallAtUpdate()) { Application.Quit(); } } }
void Update() { if (isPushed_) { if (darkChange_.CallAtUpdate()) { SceneManager.LoadScene(nextSceneName_); } } }
void DeathEffect() { // 気休めの死亡アニメーション Quaternion x90Rotation = Quaternion.AngleAxis(90f, Vector3.right); transform.localRotation = Quaternion.Lerp(transform.localRotation, x90Rotation, 5f * Time.deltaTime); // 暗転処理 if (darkChange_.CallAtUpdate()) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; gameoverObject_.SetActive(true); } }