/// <summary> /// 人工知能 /// </summary> private void AI() { NormalAI(); if (HP <= 0 || isStan) { bulletClass.Stop(); spawnClass.Stop(); moveClass.Stop(); } }
/// <summary> /// 人工知能 /// </summary> private void AI() { if (!smashGage.IsMax) { enemyBulletClass.bulletCount = spawnCount; bulletClass.Stop(); dashClass.Stop(); rotateClass.Stop(); dashCount = 0; bulletCount = bulletTime; rigid.sharedMaterial = p_mat; rigid.drag = 0.0f; } else { rigid.sharedMaterial = null; rigid.drag = 2.0f; if (enemyBulletClass.bulletCount != spawnCountMax) { currentRV = Vector2.zero; rigid.velocity = currentRV; enemyBulletClass.bulletCount = spawnCountMax; } if (dashCount <= 2) { bulletCount = bulletTime; dashClass.enabled = true; currentRV = rigid.velocity; if (dashClass.IsEnd()) { dashClass.Stop(); dashCount++; } } else { bulletClass.enabled = true; rotateClass.enabled = true; bulletCount -= Time.deltaTime; if (bulletCount <= 0.0f) { bulletClass.Stop(); rotateClass.Stop(); dashCount = 0; } } } if (enemys.Length > 0) { enemyBulletClass.Stop(); } else { enemyBulletClass.enabled = true; } if (HP <= 0 || isStan) { enemyBulletClass.Stop(); bulletClass.Stop(); dashClass.Stop(); rotateClass.Stop(); lookClass.Stop(); dashCount = 0; bulletCount = bulletTime; currentRV = Vector2.zero; isStartMove = false; } else { rigid.velocity = currentRV; lookClass.enabled = true; } }