void Update() { if (!b_Start) { return; } if (i_Cnt > CNT_MAX) { g_Boss.GetComponent <Pop>().PopAnime(); g_Player.GetComponent <Animator>().Play("Stay"); GameObject g_wall = GameObject.Find("BossLeft"); g_wall.GetComponent <Rigidbody2D>().simulated = true; GameObject g_Rightwall = GameObject.Find("BossRight"); g_Rightwall.GetComponent <Rigidbody2D>().simulated = true; return; } else { g_Player.transform.Translate(g_Move.AccelerateRight(cf_AccelOnce, cf_MaxSpeed), 0.0f, 0.0f); Vector3 v_PlayerPos = g_Player.transform.position; g_Cam.transform.position = new Vector3(v_PlayerPos.x + f_Dis, v_PlayerPos.y + 3.0f, g_Cam.transform.position.z); g_TopBar.transform.position -= new Vector3(0.0f, BAR_MOVE, 0.0f); g_BottomBar.transform.position += new Vector3(0.0f, BAR_MOVE, 0.0f); i_Cnt++; f_Dis += 0.05f; } }
/*=====================*/ // 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; } } }