void shoot(RacketCtrl.RacketPosition pRacketPosition) { // DirectionとMagnitudeを設定し、発射元から発射 Vector3 direction = getDirection(pRacketPosition); bullets [counter].gameObject.SetActive(true); bullets [counter].transform.position = _gameManager._racket._rackets[(int)pRacketPosition].gameObject.transform.position; bullets [counter].setRacketPosition(pRacketPosition); // NORMAL/HARD SETTINGS bullets [counter].gameObject.GetComponent <MeshRenderer> ().material.color = getColor(); bullets [counter].setHard(isHard); // 角度管理 if (pRacketPosition == RacketCtrl.RacketPosition.LEFT || // ) { // bullets [counter].transform.Rotate (0, -90, 0); // } else if ( pRacketPosition == RacketCtrl.RacketPosition.RIGHT) { bullets [counter].transform.Rotate(0, 90, 0); } bullets [counter].Init(direction, magnitude, _gameManager._racket.gameObject); counter++; if (counter >= bulletNum) { counter = 0; } }
Vector3 getDirection(RacketCtrl.RacketPosition pRacketPosition) { Vector3 v = Vector3.forward; switch (pRacketPosition) { case RacketCtrl.RacketPosition.BOTTOM: v = Vector3.forward; break; case RacketCtrl.RacketPosition.TOP: v = Vector3.back; break; case RacketCtrl.RacketPosition.LEFT: v = Vector3.right; break; case RacketCtrl.RacketPosition.RIGHT: v = Vector3.left; break; } return(v); }
public void setRacketPosition(RacketCtrl.RacketPosition pRacketPosition) { racketPosition = pRacketPosition; }