Exemple #1
0
    // Update is called once per frame
    void Update()
    {
        float _initY = 20.0f;

        if (_player.downGravity)
        {
            _state = TrailMove.State.DOWN;
        }
        else
        {
            _state  = TrailMove.State.UP;
            _initY *= -1;
        }
        //範囲外に出たら再生成
        for (int i = 0; i < _trail.Length; i++)
        {
            if (_trail[i].transform.position.x > transform.position.x + 25.0f || _trail[i].transform.position.x <transform.position.x + -25.0f ||
                                                                                                                 _trail[i].transform.position.y> transform.position.y + 25.0f || _trail[i].transform.position.y < transform.position.y + -25.0f)
            {
                Destroy(_trail[i]);
                _trail[i] = Instantiate(_trailPrefab, new Vector3(transform.position.x + (i * 2), _initY, 0), Quaternion.identity);
                _trail[i].transform.SetParent(transform);
                _trail[i].GetComponent <TrailMove>().InitState    = _state;
                _trail[i].GetComponent <TrailRenderer>().material = _player.colorMaterial;
            }
        }
    }
Exemple #2
0
    // Use this for initialization
    void Start()
    {
        float _initY = 20.0f;

        if (_player.downGravity)
        {
            _state = TrailMove.State.DOWN;
        }
        else
        {
            _state  = TrailMove.State.UP;
            _initY *= -1;
        }
        //背景のパーティクル
        for (int i = 0; i < _trail.Length; i++)
        {
            //Instantiate(_trailPrefab);
            _trail[i] = Instantiate(_trailPrefab, new Vector3(transform.position.x + (i * 2), _initY, 0), Quaternion.identity);
            _trail[i].transform.SetParent(transform);
            _trail[i].GetComponent <TrailMove>().InitState    = _state;
            _trail[i].GetComponent <TrailRenderer>().material = new Material(_player.colorMaterial);
        }
    }