Ejemplo n.º 1
0
    // y -100,100
    // x 300, 150
    private void Awake()
    {
        m_Move = gameObject.GetComponent <EnemyActHelper>();
        m_Shot = gameObject.GetComponent <BulletShotHelper>();

        playerTrasform = GameObject.FindGameObjectWithTag("playerMesh").transform;
    }
Ejemplo n.º 2
0
    private IEnumerator SkillShip_2(GameObject obj, float shotTime)
    {
        BulletShotHelper m_shot = obj.GetComponent <BulletShotHelper>();
        int index = m_shot.StartMoreRotationLines(bullet, bullets, 12, 20, 50, 0.1f);

        yield return(new WaitForSeconds(shotTime));

        m_shot.StopCoroutineWithIndex(index);
    }
Ejemplo n.º 3
0
    private void Start()
    {
        m_Transform = gameObject.transform;
        pos         = m_Transform.position + new Vector3(100, 0, 0);
        m_shot      = gameObject.GetComponent <BulletShotHelper>();
        bullet      = Resources.Load <GameObject>("Bullet/Bullet_Player_1");
        bullets     = GameObject.Find("BulletParent");

        StartCoroutine(Haviour());
    }
Ejemplo n.º 4
0
    //-----------------------------------射击相关函数-----------------------------------------------

    // 初始化射击相关变量
    private void InitShot()
    {
        index       = JsonPlayerData.Instance.GetDataIndex();
        m_Shot      = gameObject.GetComponent <BulletShotHelper>();
        bullets     = GameObject.Find("BulletParent");
        bullet      = Resources.Load <GameObject>("Bullet/Bullet_Player_" + index);
        shotNumber  = 1;
        shotSpeed   = 500;
        shotRange   = 10f;
        waitSeconds = 0.1f;
        eulerAngle  = 0;
        stopShot    = false;
        shotDefault = true;
        DefaultShot();
    }
Ejemplo n.º 5
0
    /// <summary>
    /// 初始化各种成员
    /// </summary>
    private void Init()
    {
        baseSpeed = GameData.Instance.Speed;
        baseNumber = GameData.Instance.BulletNumber;
        bullets = GameObject.Find("BulletParent");
        bullet_Big = Resources.Load<GameObject>("Bullet/Bullet_Cycle_Big");
        bullet_Common = Resources.Load<GameObject>("Bullet/Bullet_Cycle_Common");

        player_Transform = GameObject.FindWithTag("playerMesh").transform;
        m_Shot = gameObject.GetComponent<BulletShotHelper>();
        m_Move = gameObject.GetComponent<EnemyActHelper>();
        m_Transform = gameObject.transform;

        m_Transform.position = new Vector3(300, 0.0f, 260);
        m_Transform.rotation = Quaternion.Euler(new Vector3(0.0f, -90f, 90f));

        StartCoroutine("StartAct");
    }
Ejemplo n.º 6
0
    private IEnumerator SkillShip_4(GameObject obj, float shotTime)
    {
        BulletShotHelper m_shot        = obj.GetComponent <BulletShotHelper>();
        ShipControl      m_ShipControl = obj.GetComponent <ShipControl>();

        m_ShipControl.NotDieStateStart();
        int index   = m_shot.StartCycleBoom(bullet, bullet, bullets, 12, 12, 100, 60, 0.1f, 0.5f);
        int index_2 = m_shot.StartRotationLines(bullet_other, bullets, 12, 10, 100, 0.1f);

        yield return(new WaitForSeconds(shotTime));

        m_shot.StopCoroutineWithIndex(index);
        m_shot.StopCoroutineWithIndex(index_2);
        if (PlayerPrefs.GetInt("NotDie") == 0)
        {
            m_ShipControl.NotDieStateEnd();
        }
    }
Ejemplo n.º 7
0
    private IEnumerator SkillShip_3(GameObject obj, float shotTime)
    {
        BulletShotHelper m_shot        = obj.GetComponent <BulletShotHelper>();
        ShipControl      m_ShipControl = obj.GetComponent <ShipControl>();

        m_ShipControl.NotDieStateStart();
        int index = m_shot.StartCycleLines(bullet, bullets, 12, 10, false, 80, 0.1f);


        //m_shot.StartMoreLineWithTimeOffsetAndTrace(bullet, bullets, new Vector3(50, 0, 260), 3, 20, 30, 50, 0.1f, 0.5f);



        //int index = m_shot.StartCycleLinesWithTimeOffsetAndTrace(bullet, bullets, new Vector3(50, 0, 260f),
        //    38, 10, false, 30, 100, 0.1f, 1.0f);

        yield return(new WaitForSeconds(shotTime));

        m_shot.StopCoroutineWithIndex(index);
        if (PlayerPrefs.GetInt("NotDie") == 0)
        {
            m_ShipControl.NotDieStateEnd();
        }
    }