// 入れた矢印の向きに応じて「コライダーを表示」、「矢印のテクスチャを取得」、「移動後の位置を取得」するメソッド void SetUpdateTexture() { if (MainTexture == RightTexture && !Right) { ColSwitchOff(); RightCol.SetActive(true); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } if (MainTexture == LeftTexture && !Left) { ColSwitchOff(); LeftCol.SetActive(true); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } if (MainTexture == UpTexture && !Up) { ColSwitchOff(); UpCol.SetActive(true); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } if (MainTexture == DownTexture && !Down) { ColSwitchOff(); DownCol.SetActive(true); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } }
void SetUpdateTexture() { if (MainTexture == RightTexture && !Right) { ColSwitchOff(); RightCol.SetActive(true); RotateModel.transform.rotation = Quaternion.Euler(0f, 0f, 0f); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } if (MainTexture == LeftTexture && !Left) { ColSwitchOff(); LeftCol.SetActive(true); RotateModel.transform.rotation = Quaternion.Euler(0f, 180f, 0f); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } if (MainTexture == UpTexture && !Up) { ColSwitchOff(); UpCol.SetActive(true); RotateModel.transform.rotation = Quaternion.Euler(0f, 270f, 0f); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } if (MainTexture == DownTexture && !Down) { ColSwitchOff(); DownCol.SetActive(true); RotateModel.transform.rotation = Quaternion.Euler(0f, 90f, 0f); UpdateMaterial.GetComponent <Renderer>().material = PlayerMaterial.GetComponent <Renderer>().material; return; } }