/*=====================*/ // 更新関係 /*=====================*/ //---横移動関係---// void SideMove() { // 左が押されたとき if (Input.GetKey(KeyCode.LeftArrow)) { transform.Translate(g_Move.AccelerateLeft(cf_AccelOnce, cf_MaxSpeed), 0.0f, 0.0f); if (n_MortionState != (int)Mortion.Jump) { n_MortionState = (int)Mortion.Move; } n_LeftRightFlag = -1; SoundSide(); } // 右が押されたとき else if (Input.GetKey(KeyCode.RightArrow)) { transform.Translate(g_Move.AccelerateRight(cf_AccelOnce, cf_MaxSpeed), 0.0f, 0.0f); if (n_MortionState != (int)Mortion.Jump) { n_MortionState = (int)Mortion.Move; } n_LeftRightFlag = 1; SoundSide(); } // どちらも押されてないとき else { SideKeyRelease(); } }
/*=============================================*/ // 更新 /*=============================================*/ void Update() { f_Timer += Time.deltaTime; //能力発動条件 if ((f_Timer > cf_Wait) && b_ActiveFlg == false) { b_ActiveFlg = true; } //能力終了条件 if ((f_Timer >= cf_Active) && b_ActiveFlg == true) { b_ActiveFlg = false; f_Timer = 0.0f; } //発動処理 if (b_ActiveFlg == true) { if (InvicbleFlg == true) //フラグ判定 { if (g_Player.GetComponent <Player>().IsDirection() == -1) //左を向いているとき { LeftStep = true; //左回避フラグ呼び出し InvicbleFlg = false; } if (g_Player.GetComponent <Player>().IsDirection() == 1) //右を向いているとき { RightStep = true; //右回避フラグ呼びだし InvicbleFlg = false; } } } //回避処理 if (LeftStep == true)//左回避処理 { g_Player.transform.Translate(g_Move.AccelerateLeft(cf_AccelOnce, cf_MaxSpeed), 0.0f, 0.0f); framecount++; if (framecount < 15) { g_Player.layer = 10; } else { g_Player.layer = 8; } } if (RightStep == true)//右回避処理 { g_Player.transform.Translate(g_Move.AccelerateRight(cf_AccelOnce, cf_MaxSpeed), 0.0f, 0.0f); framecount++; if (framecount < 15) { g_Player.layer = 10; } else { g_Player.layer = 8; } } }