//================================================================== private IEnumerator Attack_Melody_A_Phase1_Cor() { //中心まで移動 _move_Const_Speed.Start_Move(new Vector3(0, 0), 1); yield return(new WaitUntil(_move_Const_Speed.End_Move)); //溜めエフェクト _effect.Play_Power_Charge_Small(); yield return(new WaitForSeconds(1.0f)); _effect.Play_Burst(); UsualSoundManager.Instance.Play_Shoot_Sound(); _main.Change_Animation("AttackBool", 1); //ブロック生成 block_Barrier.Create_Barrier(20, 80f, 0.05f, -1); //ショット開始 _shoot.Start_Red_Bullet_Shoot(); //地面移動開始 ground_Blocks.Start_Random_Raise(1.0f); while (melody_Manager.Get_Now_Melody() == MelodyManager.Melody.A1) { yield return(null); } Stop_Melody_A_Phase1(); }
private IEnumerator Attack_In_Melody_Pre_Chorus_Cor() { Set_Can_Switch_Attack(false); //ジャンプ移動 StartCoroutine("High_Jump_Move_Cor", new Vector2(200f, transform.position.y + 4)); yield return(new WaitForSeconds(0.3f)); yield return(new WaitUntil(foot_Collider.Hit_Trigger)); transform.localScale = new Vector3(1, 1, 1); yield return(new WaitForSeconds(1.03f)); //空中移動 _controller.Change_Fly_Parameter(); _controller.Change_Animation("ShootPoseBool"); transform.localScale = new Vector3(1, 1, 1); _move_Const_Speed.Start_Move(new Vector3(180f, 0), 1); yield return(new WaitUntil(_move_Const_Speed.End_Move)); //TODO : 弾幕 //溜め _effect.Start_Charge_Effect(10); while (melody_Manager.Get_Now_Melody() == MelodyManager.Melody.pre_Chorus) { yield return(null); } //TODO : 弾幕中止 //ため中止 _effect.Stop_Charge_Effect(); //次の攻撃に Set_Can_Switch_Attack(true); Restart_Attack(); }