Beispiel #1
0
    private IEnumerator Poisoned_Damaged_Boss_Cor()
    {
        BossEnemy _boss = GetComponent <BossEnemy>();

        if (_boss == null)
        {
            yield break;
        }

        //フラグの変更
        is_Poisoned = true;

        //ダメージの計算
        int damage = POISON_DAMAGE_BOSS;

        if (CollectionManager.Instance.Is_Collected("Medicine"))
        {
            damage += POISON_DAMAGE_POWER_UP;
        }
        //ダメージを与える
        for (int i = 0; i < damage; i++)
        {
            _boss.Damaged(1, "Poison");
            yield return(new WaitForSeconds(0.4f));
        }

        is_Poisoned = false;
        if (Compare_Color(_sprite.color, poisoned_Color))
        {
            _sprite.color = default_Color;
        }
    }
    //被弾の処理
    protected override void Damaged(string key)
    {
        //ダメージの計算
        int damage = (int)(damaged_Tag_Dictionary[key] * Damage_Rate());

        _boss_Enemy.Damaged(damage, key);
        //自機の緑ゲージ回復
        if (key != "PlayerBulletTag")
        {
            BeetlePowerManager.Instance.StartCoroutine("Increase_Cor", 20);
        }
    }
Beispiel #3
0
    //被弾の処理
    protected override void Damaged(string key)
    {
        int damage = (int)(damaged_Tag_Dictionary[key] * Damage_Rate());

        _boss_Enemy.Damaged(damage);
    }