//サビ
    private IEnumerator Phase1_Melody_Main_Cor(NemunoBGMTimeKeeper _BGM)
    {
        //弾幕前溜め
        _attack_Func.StartCoroutine("High_Jump_Cor", -1);
        yield return(new WaitUntil(_attack_Func.Is_End_Move));

        //サビ開始までの時間を計算
        float wait_Time = _BGM.BGM_Time_Keeper[4] - (Time.unscaledTime - _BGM.Get_BGM_Launch_Time()) % _BGM.BGM_Time_Keeper[5];

        if (wait_Time < 0 || wait_Time > 10)
        {
            wait_Time = 2.0f;
        }

        transform.localScale = new Vector3(1, 1, 1);
        _controller.Play_Charge_Effect(wait_Time);

        //移動
        _controller.Change_Animation("ShootBool");
        _controller.Change_Fly_Parameter();
        yield return(new WaitForSecondsRealtime(1.03f));

        _move_Two_Points.Start_Move(new Vector3(160f, 8f), 4);
        yield return(new WaitForSeconds(wait_Time - 1.0f));

        //弾幕攻撃
        _controller.Play_Burst_Effect();
        _shoot.Start_Kunai_Shoot();
        UsualSoundManager.Instance.Play_Shoot_Sound();
        yield return(new WaitForSeconds(10.51f));

        if (_BGM.Get_Now_Melody() != NemunoBGMTimeKeeper.Melody.main)
        {
            _controller.Change_Land_Paramter();
            _controller.Change_Animation("IdleBool");
            yield return(new WaitForSeconds(1.38f));
        }

        can_Attack = true;
    }
Exemple #2
0
    //バックジャンプ
    // 自機と反対側に決まった座標に飛ぶ
    public IEnumerator Back_Jump_Cor()
    {
        is_End_Move = false;

        int direction = -Player_Direction();

        transform.localScale = new Vector3(direction, 1, 1);

        _controller.Change_Fly_Parameter();
        _controller.Change_Animation("BackJumpBool");
        yield return(new WaitForSeconds(0.2f));

        _sound.Play_Jump_Sound(0.04f);
        _move_Two_Points.Start_Move(new Vector3(160f * direction, transform.position.y), 0);
        yield return(new WaitUntil(_move_Two_Points.End_Move));

        _sound.Play_Land_Sound();
        _controller.Change_Land_Paramter();
        _controller.Change_Animation("IdleBool");

        is_End_Move = true;
    }