// Update is called once per frame void Update() { m_runnerInput.PController(1); if (m_runnerInput.button_A || m_runnerInput.button_B || m_runnerInput.button_Y || m_runnerInput.button_X || Mathf.Abs(m_runnerInput.Laxis_x) >= 0.7) { if (m_runnerInput.Laxis_x >= 0.7) { SelectState = false; HowtoplaySprite.transform.localScale = new Vector3(50, 50, 1); StartSprite.transform.localScale = new Vector3(20, 20, 1); HowtoplaySprite.GetComponent <SpriteRenderer>().color = new Color(1, 1, 1, 1); StartSprite.GetComponent <SpriteRenderer>().color = new Color(0, 0, 0, 0.75f); } else if (m_runnerInput.Laxis_x <= -0.7) { SelectState = true; StartSprite.transform.localScale = new Vector3(50, 50, 1); HowtoplaySprite.transform.localScale = new Vector3(20, 20, 1); StartSprite.GetComponent <SpriteRenderer>().color = new Color(1, 1, 1, 1); HowtoplaySprite.GetComponent <SpriteRenderer>().color = new Color(0, 0, 0, 0.75f); } if (m_runnerInput.button_Y == true) { SceneController.Instance.LoadScene(SceneName.SELECT_SCENE); } } }
// Update is called once per frame void Update() { RunnerStanTime(); m_runnerInput.PController(m_playerNum); if (transform.position.y < -10) { transform.position = new Vector3(0, 3, 0); } Debug.Log(m_playerNum + "aaa" + m_stanTime); Debug.Log("bbb" + isStan); Debug.Log("ccc" + m_state); }
void Update() { if (VRSettings.enabled) { if (Input.GetKeyDown(KeyCode.F1) /*|| GamePadManager.Instance.GetKeyDown(DS4KeyCode.PS)*/) { InputTracking.Recenter(); } } if (target == null || targetLookAt == null) { return; } m_pInput.PController(playerNum); CameraMoveFake(); CameraMovement(); }
// Update is called once per frame void Update() { Debug.Log(m_chaserState); Debug.Log(m_invisibleCoolTime.ToString()); Debug.Log("kkk" + m_stanCoolTime); CoolTime(); ChaserInvisibleTime(); m_runnerInput.PController(m_playerNum); DebugSkil(); DebugLog(); if (m_runnerStatus.isState) { m_ChaserMove.Move(m_camera); ChaserButton(); } else { m_stateTimer += Time.deltaTime; if (m_stateTimer >= 3) { m_runnerStatus.isState = true; } } if (m_chaserState == ChaserState.invisible) { Debug.Log("透明化"); ChaserSkill.Instance.ChaserInvisible(gameObject, m_chaserState, m_invisibleCoolTime); } if (transform.position.y < -10) { transform.position = new Vector3(0, 3, 0); } }
// Update is called once per frame void Update() { m_runnerInput.PController(player_num); //何かボタンがをされたらその押されたボタンに対応する処理をし、SelectControllerの情報を変更する if (m_runnerInput.button_A || m_runnerInput.button_B || m_runnerInput.button_Y || m_runnerInput.button_X || Mathf.Abs(m_runnerInput.Laxis_x) >= 0.7) { if (PushSubmit == false) { if (m_runnerInput.Laxis_x >= 0.7) { selectstate = 2; } else if (m_runnerInput.Laxis_x <= -0.7) { selectstate = 1; } if (m_runnerInput.button_B == true && selectstate != 0) { PushSubmit = true; selectController.player_count++; SubmitSprite.SetActive(true); } } else if (m_runnerInput.button_A == true && selectstate != 0) { PushSubmit = false; selectController.player_count--; SubmitSprite.SetActive(false); } selectController.allplayerSelectState[player_num - 1] = selectstate; selectController.Lottery(); } //選んでる画像を大きくしたり小さくしたりする if (selectstate == 1) { if (scale < 45f) { scale += scaleChangeSpeed; } else { scale = 45f; } } else if (selectstate == 2) { if (scale > 15f) { scale -= scaleChangeSpeed; } else { scale = 15f; } } RunnerSprite.transform.localScale = new Vector3(scale, scale, 1); ChaserSprite.transform.localScale = new Vector3(60f - scale, 60f - scale, 1); }
void Update() { m_pInput.PController(m_playerNum); }