private Base_DanmakuPatern[] danmaku; // 弾幕クラス配列

    public DanmakuPatern_Mix(BaseDanmakuParameter dp) : base(dp)
    {
        param   = dp as DanmakuParameterMix;
        danmaku = new Base_DanmakuPatern[param.danmaku.Length];
        for (int i = 0; i < param.danmaku.Length; i++)
        {
            Base_DanmakuPatern danmaku_p = SetDanmakuPaternClass(param.danmaku[i]);
            danmaku[i] = danmaku_p;
        }
    }
    static public Base_DanmakuPatern SetDanmakuPaternClass(BaseDanmakuParameter param)
    {
        //Debug.Log(param.paternNumber);
        switch (param.paternNumber)
        {
        case 1: return(new DanmakuPatern_NWay(param));

        case 2: return(new DanmakuPatern_Rotate_NWay(param));

        case 4: return(new DanmakuPatern_Mix(param));

        case 11: return(new DanmakuPatern_Boss01(param));

        case 12: return(new DanmakuPatern_Boss02(param));

        case 13: return(new DanmakuPatern_Boss03(param));

        case 14: return(new DanmakuPatern_BossEx(param));

        default: return(null);
        }
    }
 public DanmakuPatern_BossEx(BaseDanmakuParameter dp) : base(dp)
 {
     param = dp as DanmakuParameter_BossEx;
 }
Exemple #4
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    private float loop_time  = 0;  // ループタイムカウント

    public DanmakuPatern_Rotate_NWay(BaseDanmakuParameter dp) : base(dp)
    {
        param = dp as DanmakuParameterRotateNWay;
    }
    public bool end;             // 終了判定

    public Base_DanmakuPatern(BaseDanmakuParameter dp)
    {
        baseParam = dp;
    }