public void ChangeState() { if (Input.GetMouseButtonDown(0)) { switch (fireMethod) { case FireMethod.Free: fireMethod = FireMethod.Lock; return; case FireMethod.Lock: fireMethod = FireMethod.Free; return; } } switch (fireMethod) { case FireMethod.Free: return; case FireMethod.Lock: transform.LookAt(m_target.transform); return; case FireMethod.Rotate: TurretRotate(m_rotateSpeed); return; } }
//タイマーをしまいます。設定は保存されません。 public void ShatDown() { seconds = 0; limit = MIN_TIME_LIMIT; effect = NoEffect; isActive = false; }
//シャットダウンしたタイマーを再度利用します。 public void ReUse(float Limit, FireMethod Effect, bool start = false) { limit = Limit; effect = Effect; isActive = start; }
void Start() { TimerErrorCheck(); effect = NoEffect; }