private static float GetHealHP() { switch (MainSceneManager.GetLevel()) { case Level.normal: return(Time.deltaTime * 0); case Level.hard: return(Time.deltaTime * 0); default: case Level.easy: return(Time.deltaTime * 0); } }
public T GetValue() { switch (MainSceneManager.GetLevel()) { case Level.normal: return(normal); case Level.hard: return(hard); case Level.easy: default: return(easy); } }
private float GetHealMP() { switch (MainSceneManager.GetLevel()) { case Level.normal: return(Time.deltaTime * HealMP.GetValue()); case Level.hard: return(Time.deltaTime * HealMP.GetValue()); default: case Level.easy: return(Time.deltaTime * HealMP.GetValue()); } }
/// <summary> /// 最初から /// </summary> public void RestartMainScene() { CloseMenu(); PlayerController.InitState(); MainSceneManager.StartMainScene(MainSceneManager.GetLevel()); }