Ejemplo n.º 1
0
    // 右手のshot
    void shot()
    {
        // velocityAveがshotNum以上になったら発射
        if (velocityAveRight >= shotNum && bulletRightClone != null && common.bulletFireRight == false /*&& shotDirectionRight.z > 0*/)
        {
            common.bulletFireRight = true;
            gauge_right.SetActive(true);
            if (shineFlag == false)
            {
                // 飛ばす方向の補正
                if (shotDirectionRight.y <= -0.1)
                {
                    shotDirectionRight.y = 0;
                }
                bulletRightClone.GetComponent <Rigidbody>().AddForce(shotDirectionRight * speed);
                bulletRightClone.transform.parent = bulletBox.transform;
            }
            if (shineFlag == true)
            {
                Extend_collider scaleScript = bulletRightClone.GetComponent <Extend_collider>();
                scaleScript.ScaleUpStart_right();
            }

            _MagicMix.LeftRevival();
        }
    }
Ejemplo n.º 2
0
 // 左手のshot
 void shotL()
 {
     // 左手のvelocityLAveがshotNum以上になったら発射
     if (velocityAveLeft >= shotNum && bulletLeftClone != null && common.bulletFireLeft == false /*&& shotDirectionLeft.z > 0*/)
     {
         common.bulletFireLeft = true;
         gauge_left.SetActive(true);
         if (shineFlag_left == false)
         {
             // 飛ばす方向の補正
             if (shotDirectionLeft.y <= -0.1)
             {
                 shotDirectionLeft.y = 0;
             }
             bulletLeftClone.GetComponent <Rigidbody>().AddForce(shotDirectionLeft * speed);
             bulletLeftClone.transform.parent = bulletBox.transform;
         }
         if (shineFlag_left == true)
         {
             Extend_collider scaleScript = bulletLeftClone.GetComponent <Extend_collider>();
             scaleScript.ScaleUpStart_left();
         }
     }
 }