private IEnumerator Controlle_Big_Bullet_Cor(Vector2 deposit_Pos) { GameObject main_Camera = GameObject.FindWithTag("MainCamera"); GameObject bullet = Instantiate(big_Bullet.gameObject); bullet.SetActive(true); bullet.transform.position = transform.position; bullet.transform.SetParent(main_Camera.transform); MoveConstTime bullet_Move = bullet.GetComponent <MoveConstTime>(); ShootSystem[] bullet_Shoots = bullet.GetComponentsInChildren <ShootSystem>(); VerticalVibeMotion vibe_Motion = bullet.GetComponent <VerticalVibeMotion>(); bullet_Move.Start_Move(new Vector3(deposit_Pos.x, deposit_Pos.y, 10)); yield return(new WaitUntil(bullet_Move.End_Move)); vibe_Motion.enabled = true; foreach (var shoot in bullet_Shoots) { shoot.Shoot(); } yield return(new WaitForSeconds(BIG_BULLET_LIFETIME)); vibe_Motion.enabled = false; bullet_Move.Start_Move(new Vector3(bullet.transform.localPosition.x, 280f, 10)); yield return(new WaitUntil(bullet_Move.End_Move)); Destroy(bullet); }
// Use this for initialization void Start() { //取得 _anim = GetComponent <Animator>(); _vertical_Move = GetComponent <VerticalVibeMotion>(); }