// Update is called once per frame
 void Update()
 {
     if (flg == false)                                       //角度取得用のフラグがfalseなら
     {
         angle = mother.Playerangle(pos);                    //プレイヤーとの角度を取得
         transform.rotation = Quaternion.Euler(0, 0, angle); //角度を変える
         flg = true;                                         //角度取得用のフラグをtrueにする
     }
     transform.Translate(-0.1f * mother.enemySpeed, 0, 0);
 }
Exemple #2
0
 public void oEnemymove92(int direction)                         //回転しながら移動(回転は子オブジェクトが担当)
 {
     if (moveFlg == false)                                       //Enemy移動のフラグがfalseなら
     {
         if (flg == false)                                       //角度取得用のフラグがfalseなら
         {
             angle = mother.Playerangle(pos);                    //プレイヤーとの角度を取得
             transform.rotation = Quaternion.Euler(0, 0, angle); //角度を変える
             flg = true;                                         //角度取得用のフラグをtrueにする
         }
         transform.rotation = Quaternion.Euler(0, 0, angle);
         transform.Translate(-0.3f, 0, 0);//移動
     }
 }
Exemple #3
0
 void oEnemymove9_att1()//一定間隔で弾を出す
 {
     time += Time.deltaTime * mother.enemySpeed;
     if (time >= att1time && count <= 3)
     {
         pos   = transform.position;
         angle = mother.Playerangle(enemy9Move.enemyPosition);
         boss.Att1(way, min, max, enemyMode, angle, att1, pos.x, pos.y);
         count++;
         time = 0;
     }
     else if (count == 4)
     {
         count = 0;
         oEnemymove9_attstop();
     }
 }
Exemple #4
0
 void att4()
 {
     if (transform.localScale.x <= 1.5f && att4Flg == false)
     {
         transform.localScale = new Vector3(transform.localScale.x + 0.02f * mother.enemySpeed, transform.localScale.y + 0.02f * mother.enemySpeed, transform.localScale.z);
     }
     else
     {
         att4Flg = true;
         if (transform.localScale.x >= size.x)
         {
             transform.localScale = new Vector3(transform.localScale.x - 0.02f * mother.enemySpeed, transform.localScale.y - 0.02f * mother.enemySpeed, transform.localScale.z);
         }
         else
         {
             angle = mother.Playerangle(transform.position);
             GameObject bulletInstance = Instantiate(bullet) as GameObject;
             bulletInstance.transform.rotation = Quaternion.Euler(0, 0, angle);
             bulletInstance.transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z);
             att4Flg = false;
             flg     = true;
         }
     }
 }