Beispiel #1
0
    protected void Update()
    {
        if (MyProc.IsStay() || NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(playerSlot))
        {
            return;
        }

        Move();
        //Shot();

        if (!GameManager.OutOfArea(transform.position, playerSlot, -10) && !OnStage)
        {
            OnStage = true;
        }

        if (OnStage == false)
        {
            return;
        }

        /*
         * if (GameManager.OutOfArea(transform.position, playerSlot, 400))
         * {
         *  Destroy(gameObject);
         * }
         */

        Shot();

        if (GameManager.OutOfArea(transform.position, playerSlot, 100) && OnStage)
        {
            Destroy(gameObject);
        }
    }
Beispiel #2
0
    private void Update()
    {
        if (MyProc.IsStay())
        {
            return;
        }

        if (!NoaProcesser.IsStayPC(PlayerSlot.PC1) || !lastUpdateFlgPC1)
        {
            UpdateUI(pc1Canvas);
        }
        if (!NoaProcesser.IsStayPC(PlayerSlot.PC2) || !lastUpdateFlgPC2)
        {
            UpdateUI(pc2Canvas);
        }

        if (NoaProcesser.IsStayPC(PlayerSlot.PC1))
        {
            lastUpdateFlgPC1 = true;
        }
        if (NoaProcesser.IsStayPC(PlayerSlot.PC2))
        {
            lastUpdateFlgPC2 = true;
        }

        if (NoaProcesser.IsStayBoss())
        {
            return;
        }
    }
Beispiel #3
0
    protected void Update()
    {
        if (MyProc.IsStay() || NoaProcesser.IsStayBoss())
        {
            return;
        }

        if (enemy.MyProc.started == false)
        {
            return;
        }

        Move();

        // f:範囲外判定
        foreach (Transform x in GetComponentInChildren <Transform>())
        {
            if (GameManager.OutOfArea(x.position, enemy.playerSlot))
            {
                Destroy(x.gameObject);
            }
        }

        // f:子要素(弾)がすべてなくなったら削除
        if (transform.childCount == 0)
        {
            Destroy(this.gameObject);
        }
    }
Beispiel #4
0
 protected void Update()
 {
     if (MyProc.IsStay() || NoaProcesser.IsStayBoss())
     {
         return;
     }
 }
Beispiel #5
0
    protected void Update()
    {
        if (MyProc.IsStay() || NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(playerSlot))
        {
            return;
        }

        Move();
    }
Beispiel #6
0
    private void Update()
    {
        if (MyProc.IsStay() || NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(playerSlot))
        {
            return;
        }

        offset = Mathf.Repeat(Time.time * ScrollSpeed, 1f);
        mr.material.SetTextureOffset("_MainTex", new Vector2(0f, offset));
    }
Beispiel #7
0
    protected override IEnumerator Start()
    {
        base.Start();
        startTime      = Time.time; Debug.Log(startTime);
        MyProc.started = true;

        if (MyProc.IsStay())
        {
            yield return(null);
        }
    }
Beispiel #8
0
    protected void Update()
    {
        float tmpTime = 0;

        if (NoaProcesser.BossProc.pausing)
        {
            tmpTime = Time.time;
        }

        if (MyProc.IsStay() || NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(param.playerSlot))
        {
            return;
        }

        if (tmpTime != 0)
        {
            pausingTime += Time.time - tmpTime;
        }

        Move();

        // f:時間経過で削除
        if (Time.time - (bornTime + pausingTime) >= param.lifeTime)
        {
            Destroy(gameObject);
        }

        // f:範囲外判定
        foreach (Transform x in GetComponentInChildren <Transform>())
        {
            if (GameManager.OutOfArea(x.position, player.playerSlot, 300))
            {
                Destroy(x.gameObject);
            }
        }

        // f:子要素(弾)がなくなったら削除
        if (transform.childCount == 0)
        {
            Destroy(this.gameObject);
        }
    }
    protected void Update()
    {
        if (MyProc.IsStay() || NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(player.playerSlot))
        {
            return;
        }

        foreach (string key in player.shotManager.Keys)
        {
            switch (player.shotManager[key].param.shotMode)
            {
            case ShotMode.SimpleShot:

                break;

            case ShotMode.ChargeShot:
                if (player.state == key && player.shotManager[key].CanChargeShot == false)
                {
                    if (chargeEffect[0].isStopped)
                    {
                        foreach (ParticleSystem x in chargeEffect)
                        {
                            x.Play();
                        }
                        changeEffectObj.gameObject.SetActive(true);
                    }
                }
                else
                {
                    changeEffectObj.gameObject.SetActive(false);
                    foreach (ParticleSystem x in chargeEffect)
                    {
                        x.Stop();
                    }
                }

                if (player.state == key && player.shotManager[key].CanChargeShot == true)
                {
                    if (chargeEffect_ready[0].isStopped)
                    {
                        foreach (ParticleSystem x in chargeEffect_ready)
                        {
                            x.Play();
                        }
                        changeEffect_readyObj.gameObject.SetActive(true);
                    }
                }
                else
                {
                    changeEffect_readyObj.gameObject.SetActive(false);
                    foreach (ParticleSystem x in chargeEffect_ready)
                    {
                        x.Stop();
                    }
                }

                break;

            case ShotMode.LimitShot:

                break;
            }
        }
    }