// Use this for initialization IEnumerator Start() { spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); enemy = GetComponent<Enemy>(); common.Init(); //SE関係 audioSource = gameObject.GetComponent<AudioSource>(); audioSource.clip = shootSE; // s2 = common.CreateShotPosition(); pt = FindObjectOfType<Party>().transform; //FindObjectOfType<MessageWindow>().showMessage("メテオ"); yield return new WaitForEndOfFrame(); //StartCoroutine("Stop"); StartCoroutine("Attack1"); yield break; }
// Use this for initialization IEnumerator Start() { spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); enemy = GetComponent<Enemy>(); common.Init(); // audioSource = gameObject.GetComponent<AudioSource>(); // st = common.CreateShotPosition(); pt = FindObjectOfType<Party>().transform; yield return new WaitForEndOfFrame(); yield return StartCoroutine("Stop"); audioSource.PlayOneShot(skillSE); FindObjectOfType<MessageWindow>().showMessage("「星霜の記憶」"); stones = new GameObject[5]; stones[0] = (GameObject)Instantiate(stoneAlex,transform.position,Quaternion.identity); stones[1] = (GameObject)Instantiate(stoneGuylus,transform.position,Quaternion.identity); stones[2] = (GameObject)Instantiate(stoneNely,transform.position,Quaternion.identity); stones[3] = (GameObject)Instantiate(stoneRinmaru,transform.position,Quaternion.identity); stones[4] = (GameObject)Instantiate(stoneMedhu,transform.position,Quaternion.identity); StartCoroutine("RotateStones"); StartCoroutine("Attack"); StartCoroutine("StonesSummon"); }
IEnumerator Start() { spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); enemy = GetComponent<Enemy>(); common.Init(); //SE関係 audioSource = gameObject.GetComponent<AudioSource>(); // s1 = common.CreateShotPosition(); Party p = FindObjectOfType<Party>(); if(p){ pt = FindObjectOfType<Party>().transform; } yield return new WaitForEndOfFrame(); StartCoroutine("Stop"); StartCoroutine("Attack1"); yield break; }
IEnumerator Start() { spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); common.Init(); Transform s1 = common.CreateShotPosition(); //SE関係 audioSource = gameObject.GetComponent<AudioSource>(); audioSource.clip = shootSE; // yield return new WaitForEndOfFrame(); while (true) { audioSource.PlayOneShot(shootSE); common.Shot(s1, 0+30, power, speed, BulletManager.BulletType.BlossomBullet); common.Shot(s1, 60 + 30, power, speed, BulletManager.BulletType.BlossomBullet); common.Shot(s1, 120 + 30, power, speed, BulletManager.BulletType.BlossomBullet); common.Shot(s1, 180 + 30, power, speed, BulletManager.BulletType.BlossomBullet); common.Shot(s1, 240 + 30, power, speed, BulletManager.BulletType.BlossomBullet); common.Shot(s1, 300 + 30, power, speed, BulletManager.BulletType.BlossomBullet); yield return new WaitForSeconds(spaceship.shotDelay); } }
// Use this for initialization IEnumerator Start() { spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); enemy = GetComponent<Enemy>(); common.Init(); st = common.CreateShotPosition(); pt = FindObjectOfType<Party>().transform; yield return new WaitForSeconds(2.0f); StartCoroutine("Attack"); }
IEnumerator Start() { spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); common.Init(); shootSESource = gameObject.GetComponent<AudioSource>(); shootSESource.clip = shootSE; Transform s1 = common.CreateShotPosition(); yield return new WaitForEndOfFrame(); while (true) { common.Shot(s1, 60 + Random.Range(0, 60), power, 1, BulletManager.BulletType.SlimeBullet); shootSESource.PlayOneShot(shootSE); yield return new WaitForSeconds(spaceship.shotDelay); } }
// Use this for initialization IEnumerator Start() { spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); enemy = GetComponent<Enemy>(); common.Init(); //SE関係 audioSource = gameObject.GetComponent<AudioSource>(); st = common.CreateShotPosition(); st.position = st.position + new Vector3(0,-1.7f,0); st2 = common.CreateShotPosition(); st2.position = st2.position + new Vector3(0,1.7f,0); pt = FindObjectOfType<Party>().transform; StartCoroutine("MoveStop"); StartCoroutine("Magne"); StartCoroutine("Move"); int span = 0; while(true) { audioSource.PlayOneShot(shootSE1); if(span % 5 == 0){ int range = 50; common.Shot(st,Random.Range(-range,range),3,2,BulletManager.BulletType.StarBullet); common.Shot(st2,180+Random.Range(-range,range),3,2,BulletManager.BulletType.StarBullet); } else{ int range = 5; common.Shot(st,Random.Range(-range,range),2,Random.Range(3,6),BulletManager.BulletType.StarBullet); common.Shot(st2,180+Random.Range(-range,range),2,Random.Range(3,6),BulletManager.BulletType.StarBullet); } ++span; yield return new WaitForSeconds(0.05f); } yield return null; }
IEnumerator Start() { spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); enemy = GetComponent<Enemy>(); common.Init(); //SE関係 audioSource = gameObject.GetComponent<AudioSource>(); //audioSource.clip = shootSE; // s1 = common.CreateShotPosition(); pt = FindObjectOfType<Party>().transform; preEnemyHP = enemy.hp; yield return new WaitForEndOfFrame(); StartCoroutine("Stop"); yield break; }
IEnumerator Start() { spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); common.Init(); shootSESource = gameObject.GetComponent<AudioSource>(); //shootSESource.clip = shootSE; s1 = common.CreateShotPosition(); pt = FindObjectOfType<Party>().transform; yield return new WaitForEndOfFrame(); while (true) { //common.Shot(s1,60+Random.Range(0,60),power,2,BulletManager.BulletType.BananaSlash); common.ShotAim(s1, pt, power, 3, BulletManager.BulletType.BananaSlash); shootSESource.PlayOneShot(shootSE); yield return new WaitForSeconds(spaceship.shotDelay); } }
//////////////////////////// // Use this for initialization IEnumerator Start() { //spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); enemy = GetComponent<Enemy>(); common.Init(); //SE関係 audioSource = gameObject.GetComponent<AudioSource>(); audioSource.clip = skillSE; // currentText = 0; yield return new WaitForEndOfFrame(); StartCoroutine("Stop"); //yield return new WaitForSeconds(2); StartCoroutine("Talk"); yield break; }
// Use this for initialization IEnumerator Start() { spaceship = GetComponent<Spaceship> (); common = GetComponent<EnemyCommon>(); enemy = GetComponent<Enemy>(); common.Init(); //SE関係 audioSource = gameObject.GetComponent<AudioSource>(); audioSource.clip = skillSE; s2 = common.CreateShotPosition(); pt = FindObjectOfType<Party>().transform; common.ShowWindowMessage("剣士「追手か!」"); yield return new WaitForSeconds(2.0f); common.ShowWindowMessage("剣士「メデュ様を連れて行かせるわけにはいかない!」"); //yield return new WaitForSeconds(3.0f); yield return new WaitForEndOfFrame(); StartCoroutine("Stop"); yield return new WaitForSeconds(3.0f); StartCoroutine("Attack1"); yield break; }