// 敵設定 virtual public void SetEnemy(int mp, int dp) { movePaternClass = Base_MovePatern.SetMovePaternClass(moveParameters[mp]); movePaternClass.Init(this.gameObject); danmakuPaternClass = Base_DanmakuPatern.SetDanmakuPaternClass(danmakuParameters[dp]); danmakuPaternClass.Init(this.gameObject); }
// フェーズ切り替え private void ChangePhase(Phase next) { movePaternClass = Base_MovePatern.SetMovePaternClass(moveParameters[(int)next - 1]); movePaternClass.Init(this.gameObject); danmakuPaternClass = Base_DanmakuPatern.SetDanmakuPaternClass(danmakuParameters[(int)next - 1]);; danmakuPaternClass.Init(this.gameObject); phase = next; }
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; } }