public void CreateOutToInEnemyBullet( PlayerNumber _playerNumber, RiaActor _actor, Vector3 _position, Quaternion?_rotation = null, Vector3?_scale = null) { var script = this.catalog.OutToInEnemyBulletScript as RiaEnemyBulletScript; var character = new OutToInEnemyBullet(_actor.gameObject, script, _playerNumber); _actor.WakeUp(character, script, _position, _rotation, _scale); }
public void CreateKaitoNormalBullet( PlayerNumber _playerNumber, RiaActor _actor, string _type, Vector3 _position, Quaternion?_rotation = null, Vector3?_scale = null) { var script = (_type == "right") ? this.catalog.AirosNormalBullet.airosNormalBulletRight as RiaPlayerBulletScript: this.catalog.AirosNormalBullet.airosNormalBulletLeft as RiaPlayerBulletScript; var character = new AirosNormalBullet(_actor.gameObject, script, _playerNumber); var pos = _position; pos.x += (_type == "right") ? 1.5f : -1.5f; _actor.WakeUp(character, script, pos, _rotation, _scale); }
public void CreateGeneralSpecialBullet( PlayerNumber _playerNumber, RiaActor _actor, string _type, Vector3 _position, Quaternion _rotation, Vector3?_scale = null) { var script = (_type == "center") ? this.catalog.GeneralSpecialBullet.generalSpecialBulletCenter as RiaPlayerBulletScript : (_type == "right") ? this.catalog.GeneralSpecialBullet.generalSpecialBulletRight as RiaPlayerBulletScript : this.catalog.GeneralSpecialBullet.generalSpecialBulletLeft as RiaPlayerBulletScript; var character = new GeneralSpecialBullet(_actor.gameObject, script, _playerNumber); var pos = _position; var rot = _rotation; var rotAngle = _rotation.eulerAngles; rotAngle.z = (_type == "center") ? rotAngle.z : (_type == "right") ? rotAngle.z - 10 : rotAngle.z + 10; rot = Quaternion.Euler(rotAngle); _actor.WakeUp(character, script, pos, rot, _scale); }
public void Create(EnemyCharacterEnum _enemyCharacter, PlayerNumber _playerNumber, RiaActor _actor, Vector3 _position, Quaternion?_rotation = null, Vector3?_scale = null) { RiaEnemy character = null; RiaEnemyScript script = null; switch (_enemyCharacter) { case EnemyCharacterEnum.UAF1StraightEnemy: script = this.catalog.UFA1StraightScript; character = new UFA1StraightEnemy(_actor.gameObject, script, _playerNumber); break; case EnemyCharacterEnum.UAF1StayEnemy: script = this.catalog.UFA1StayScript; character = new UFA1StayEnemy(_actor.gameObject, script, _playerNumber); break; case EnemyCharacterEnum.UAF1OutToInSinEnemy: script = this.catalog.UAF1OutToInSinEnemyScript; character = new UFA1OutToInSinEnemy(_actor.gameObject, script, _playerNumber); break; case EnemyCharacterEnum.UAF1InToOutSinEnemy: script = this.catalog.UAF1InToOutSinEnemyScript; character = new UFA1InToOutSinEnemy(_actor.gameObject, script, _playerNumber); break; case EnemyCharacterEnum.UAF1OutToInEnemy: script = this.catalog.UFA1OutToInEnemy; character = new UFA1OutToIn(_actor.gameObject, script, _playerNumber); break; case EnemyCharacterEnum.UAF1InToOutEnemy: script = this.catalog.UFA1InToOutEnemy; character = new UFA1InToOut(_actor.gameObject, script, _playerNumber); break; case EnemyCharacterEnum.Boss: script = this.catalog.Boss; character = new BossEnemy(_actor.gameObject, script, _playerNumber); break; default: Debug.LogError("存在しないキャラクターが選択されています"); break; } if (character == null || !script) { Debug.LogError(string.Format("Enemy[ {0} ]が正常に生成されませんでした", _enemyCharacter)); return; } _actor.WakeUp(character, script, _position, _rotation, _scale); }
public void Create(PlayerNumber _playerNumber, RiaActor _actor, Vector3 _position, Quaternion?_rotation = null, Vector3?_scale = null) { var playerCharacter = (_playerNumber == PlayerNumber.player1) ? GameManager.Instance.CommonData.playerCharacter1 : GameManager.Instance.CommonData.playerCharacter2; RiaCharacter character = null; RiaCharacterScript script = null; switch (playerCharacter) { case PlayerCharacterEnum.airos: script = this.catalog.airosScript; character = new AirosPlayer(_actor.gameObject, script, _playerNumber); break; case PlayerCharacterEnum.anoma: script = this.catalog.anomaScript; character = new AnomaPlayer(_actor.gameObject, script, _playerNumber); break; case PlayerCharacterEnum.emilia: break; case PlayerCharacterEnum.held: script = this.catalog.heldScript; character = new HeldPlayer(_actor.gameObject, script, _playerNumber); break; case PlayerCharacterEnum.kaito: script = this.catalog.kaitoScript; character = new FakeKaitoPlayer(_actor.gameObject, script, _playerNumber); break; // case PlayerCharacterEnum.kaito: // script = this.catalog.kaitoScript; // character = new KaitoPlayer(_actor.gameObject, script, _playerNumber); // break; case PlayerCharacterEnum.kaoru: script = this.catalog.kaoruScript; character = new KaoruPlayer(_actor.gameObject, script, _playerNumber); break; case PlayerCharacterEnum.laxa: break; case PlayerCharacterEnum.twist: script = this.catalog.twistScript; character = new TwistPlayer(_actor.gameObject, script, _playerNumber); break; case PlayerCharacterEnum.vega_al: break; case PlayerCharacterEnum.veronica: script = this.catalog.veronicaScript; character = new VeronicaPlayer(_actor.gameObject, script, _playerNumber); break; default: Debug.LogError("存在しないキャラクターが選択されています"); break; } if (character == null || !script) { Debug.LogError("Player[ " + playerCharacter + " ]が正常に生成されませんでした"); return; } _actor.WakeUp(character, script, _position, _rotation, _scale); }