void Update() { if (playerInput.IsAttack()) { StartCoroutine(playerShot.GenerateBullet()); } if (!BulletCount.IsBullet()) { playerMover.ShotDirection(); } }
public override void MoveBlock() { if (BulletCount.IsBullet()) { isMove = true; //弾が発射された } if (isMove && !BulletCount.IsBullet()) //発射された弾が全部消えた { transform.position += new Vector3(0, 0.5f, 0); isMove = false; } }
private void GenerateBlock() { if (BulletCount.IsBullet()) { isGenerate = true; //弾が発射された } if (isGenerate && !BulletCount.IsBullet()) //発射された弾が全部消えた { var index = Random.Range(0, blocks.Length); Instantiate(blocks[index], GeneratePosition(), Quaternion.identity); isGenerate = false; } }
// Start is called before the first frame update private void Start() { m_defaultSpeed = speed; m_bulletCount = GetComponent <BulletCount>(); m_enemyBehavior = GameObject.FindObjectOfType <EnemyBehavior>(); }