private Base_DanmakuPatern[] danmaku; // 弾幕クラス配列 public DanmakuPatern_Mix(BaseDanmakuParameter dp) : base(dp) { param = dp as DanmakuParameterMix; danmaku = new Base_DanmakuPatern[param.danmaku.Length]; for (int i = 0; i < param.danmaku.Length; i++) { Base_DanmakuPatern danmaku_p = SetDanmakuPaternClass(param.danmaku[i]); danmaku[i] = danmaku_p; } }
static public Base_DanmakuPatern SetDanmakuPaternClass(BaseDanmakuParameter param) { //Debug.Log(param.paternNumber); switch (param.paternNumber) { case 1: return(new DanmakuPatern_NWay(param)); case 2: return(new DanmakuPatern_Rotate_NWay(param)); case 4: return(new DanmakuPatern_Mix(param)); case 11: return(new DanmakuPatern_Boss01(param)); case 12: return(new DanmakuPatern_Boss02(param)); case 13: return(new DanmakuPatern_Boss03(param)); case 14: return(new DanmakuPatern_BossEx(param)); default: return(null); } }
public DanmakuPatern_BossEx(BaseDanmakuParameter dp) : base(dp) { param = dp as DanmakuParameter_BossEx; }
private float loop_time = 0; // ループタイムカウント public DanmakuPatern_Rotate_NWay(BaseDanmakuParameter dp) : base(dp) { param = dp as DanmakuParameterRotateNWay; }
public bool end; // 終了判定 public Base_DanmakuPatern(BaseDanmakuParameter dp) { baseParam = dp; }