// Update is called once per frame void Update() { life_num = Player_damage_Endless.GetLife(); bool d_f = Warning3.Set_dragon_eye(); //スケルトンの出現制御のフラグ(Warning3.csより参照) Endless_f1_Warning_Boss = script1.Endless_f1_Warning; Endless_f2_Warning_Boss = script1.Endless_f2_Warning; Endless_f3_Warning_Boss = script1.Endless_f3_Warning; Endless_f4_Warning_Boss = script1.Endless_f4_Warning; Boss_Endless_f = false; if (d_f == true && transform.localPosition.x > 14.0f || transform.localPosition.y > 2.0f) { transform.Translate(-1.0f, -1.0f, 0); c_wait_isTrigger.isTrigger = false; } if (transform.localPosition.x <= 14.0f || transform.localPosition.y <= 2.0f) { Fire.SetActive(true); boss_sound.SetActive(true); boss_sound_play = true; fire_start_position_f = true; fire_start_position_x = Fire.transform.position.x; fire_start_position_y = Fire.transform.position.y; dragon_f = true; } if (little_f == true) { litlle_time += Time.deltaTime; if (litlle_time >= 2.0f) { litlle.SetActive(false); litlle_time = 0; little_f = false; } } if (Time.time > nextTime && time_cnt < 40 && time_f == true) { Renderer ren = gameObject.GetComponent <Renderer>(); ren.enabled = !ren.enabled; nextTime += interval; time_cnt++; if (time_cnt == 40) { time_cnt = 0; time_f = false; } } if (Boss_HP <= 0) { stage_fade.transform.Translate(-10.0f, 0, 0); //BossObj.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, alpha.a); if (stage_fade.transform.position.x <= 10.0f) { boss_sound_play = false; Get_Stage_lv = PlayerPrefs.GetInt("Stage_Lv", 1); Get_play_cnt = PlayerPrefs.GetInt("play_cnt", 0); Get_Stage_lv += 1; Get_play_cnt += 1; PlayerPrefs.SetInt("Heart", life_num); PlayerPrefs.SetInt("Stage_Lv", Get_Stage_lv); PlayerPrefs.SetInt("play_cnt", Get_play_cnt); PlayerPrefs.Save(); LoadScene(); //Destroy(gameObject); //Destroy(Fire.gameObject); } } }
// Update is called once per frame void Update() { combo_skeleton_Endless_add3 = false; life = Player_damage_Endless.GetLife(); if (count < 1) { transform.Translate(move_x, 0, 0); } space_check_f = script.space_check; //新しく変数を宣言してその中にmoveの変数space_checkを代入する。 //-------------------------- if (!GetComponent <SpriteRenderer>().isVisible&& transform.position.x <= 0) { Destroy(gameObject); } //-------------------------- if (count >= 1) { Destroy(GetComponent <Animator>()); MainSpriteRenderer.sprite = DebrisbySprite; debris_time += Time.deltaTime; if (debris_time >= 2.0f) { //------リベンジ--------------- if (skill == 8 && life == 1) { if (lv == 1) { point *= 1; } if (lv > 1 && lv < 30) { point *= 2; } if (lv >= 30 && lv < 60) { point *= 3; } if (lv >= 60 && lv < 90) { point *= 4; } if (lv >= 90 && lv < 100) { point *= 5; } if (lv >= 100) { point *= 7; } } //------リベンジ(終わり)--------------- debris_time = 0; Destroy(gameObject); } } /* * tatumaki_hit = Tatumaki.Tatumaki_OK(); * if (tatumaki_hit) * { * tatumaki_hit_cnt = 0; * } * if (tatumaki_hit && tatumaki_hit_cnt == 0) * { * tatumaki_hit_cnt = 1; * s_Object = GetComponent<Collider2D>(); * s_Object.isTrigger = false; * if (count < 1) * { * move_x = 0.4f; * } * player_hit_f++; * if (player_hit_f == 1 && count < 1) * { * Invoke("Skeske", 1); * sound01.PlayOneShot(sound01.clip); * } * } */ }