自機アニメーション設定
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@ -277,12 +277,6 @@ Transform:
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@ -846,7 +858,7 @@ MonoBehaviour:
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@ -1158,6 +1170,11 @@ PrefabInstance:
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@ -1188,6 +1205,21 @@ PrefabInstance:
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@ -467,7 +467,7 @@ Transform:
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@ -584,7 +584,7 @@ Rigidbody2D:
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File diff suppressed because it is too large
Load Diff
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@ -256,6 +256,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
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{
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stageManager.ResetStage();
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player.transform.position = characterBeginPos;
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player.Stay();
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scoreCount.Value = 0;
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headerView.ChangeTimeCount(timeLimit);
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resultManager.Reset();
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@ -13,6 +13,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
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[SerializeField] private float fallTime = 1f;
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[SerializeField] private float hitTime = 1.5f;
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[SerializeField] private float hitWaitTime = 1f;
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private Animator animator;
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private bool isJump;
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private bool isPreHit;
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private readonly BoolReactiveProperty isHit = new BoolReactiveProperty();
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@ -24,6 +25,12 @@ namespace MyGame.Scenes.MiniGame.Scripts
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{
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isHit.AddTo(this);
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basePos = transform.localPosition;
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animator = GetComponent<Animator>();
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}
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public void Stay()
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{
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animator?.Play("Brother_pink_main_stay");
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}
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public void Move()
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@ -33,6 +40,11 @@ namespace MyGame.Scenes.MiniGame.Scripts
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return;
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}
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transform.AddPositionX(speed * Time.deltaTime);
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if (isJump || isPreHit)
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{
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return;
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}
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animator?.Play("Brother_pink_run");
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}
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public void Jump()
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@ -42,6 +54,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
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return;
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}
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animator?.Play("Brother_pink_jump");
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isJump = true;
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jumpCoroutine = this.CallLerp(jumpTime, t =>
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{
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@ -59,10 +72,11 @@ namespace MyGame.Scenes.MiniGame.Scripts
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{
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return;
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}
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animator?.Play("Brother_pink_FallDown");
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isPreHit = true;
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hitDisposable?.Dispose();
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StopCoroutine(jumpCoroutine);
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this.SafeStopCoroutine(jumpCoroutine);
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var diffHeight = transform.localPosition.y - basePos.y;
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jumpCoroutine = this.CallLerp(diffHeight == 0f ? 0f : fallTime, t =>
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{
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@ -71,12 +85,8 @@ namespace MyGame.Scenes.MiniGame.Scripts
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}, () =>
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{
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isJump = false;
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var orgRotation = transform.localRotation;
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var orgYAngle = orgRotation.eulerAngles.y;
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transform.rotation = Quaternion.identity;
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this.CallLerp(hitTime, t =>
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{
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transform.localRotation = Quaternion.AngleAxis(orgYAngle + t * (3f * 360), Vector3.up);
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}, () =>
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{
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isHit.Value = true;
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@ -84,6 +94,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
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{
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isPreHit = false;
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isHit.Value = false;
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Stay();
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});
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});
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});
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