IEnumerator trackingshot() { while (shot_time < 800) { yield return(null); if (shot_time > 500) { //追尾 if (shot_time % 45 == 0) { Vector2 e0 = transform.position; //自機と敵の角度計算 float etx = Player.transform.position.x - e0.x; //自機と敵の角度計算 float ety = Player.transform.position.y - e0.y; //自機と敵の角度計算 rad = Mathf.Atan2(ety, etx); //自機と敵の角度計算 for (float ang = -7.8f; ang <= -5.4f; ang += 0.4f) //自機狙い6方向弾幕(1フレームに6発発射) { GameObject shot = Instantiate(BossEnemyBullet1, transform.position, transform.rotation) as GameObject; //敵弾生成 BossEnemyBullet s = shot.GetComponent <BossEnemyBullet>(); //bulletスクリプトを取得 s.Add(rad + ang + 0.1f, 0.03f); //関数に弾の初期情報を渡す } } } //shot_timeの数値でBossの動作管理を行う shot_time++; } }
IEnumerator OneShotfleam() { while (shot_time < 500) { yield return(null); if (shot_time > 200) { //回転弾幕 if (shot_time % 4 == 0) { GameObject shot = Instantiate(BossEnemyBullet1, transform.position, transform.rotation) as GameObject; //敵弾生成 BossEnemyBullet s = shot.GetComponent <BossEnemyBullet>(); //bulletスクリプトを取得 s.Add(rad, 0.01f); //関数に弾の初期情報を渡す rad += 0.2f; //発射角度プラス } if (shot_time % 4 == 0) { GameObject shot = Instantiate(BossEnemyBullet2, transform.position, transform.rotation) as GameObject; //敵弾生成 BossEnemyBullet s = shot.GetComponent <BossEnemyBullet>(); //bulletスクリプトを取得 s.Add(rad2, 0.01f); //関数に弾の初期情報を渡す rad2 -= 0.2f; //発射角度マイナス } } //shot_timeの数値でBossの動作管理を行う shot_time++; } }
IEnumerator Shot8() { while (shot_time < 160) { yield return(null); if (shot_time > 100) { //弾幕1 if (shot_time % 16 == 0) { //弾発射角度が6.28になるまでループ【6.28で一回転(3.14の2倍)】 for (rad = 0f; rad < 6.28f; rad += 0.8f) { //敵弾1の生成 GameObject shot = Instantiate(BossEnemyBullet1, transform.position, transform.rotation) as GameObject; //BossEnemyBulletからスクリプトを取得する BossEnemyBullet s = shot.GetComponent <BossEnemyBullet>(); //関数を通じて弾の初期情報を渡す(発射角度、スピード) s.Add(rad + rad2, 0.01f); } //1フレームごとに発射角度プラス rad2 += 0.1f; //弾発射角度が6.28になるまでループ【6.28で一回転(3.14の2倍)】 for (rad = 0f; rad < 6.28f; rad += 0.8f) { //敵弾2の生成 GameObject shot = Instantiate(BossEnemyBullet2, transform.position, transform.rotation) as GameObject; //BossEnemyBulletからスクリプトを取得する BossEnemyBullet s = shot.GetComponent <BossEnemyBullet>(); //関数を通じて弾の初期情報を渡す(発射角度、スピード) s.Add(rad + rad3, 0.01f); } //1フレームごとに発射角度マイナス rad3 -= 0.1f; } } //shot_timeの数値でBossの動作管理を行う shot_time++; } }