int random; //乱数 // Start is called before the first frame update void Start() { //Playerの情報をそれぞれ代入 player = GameObject.FindGameObjectWithTag("Player"); playerCollider = player.GetComponent <Collider>(); playerRigidbody = player.GetComponent <Rigidbody>(); //スクリプト[BulletCreate]を参照 bulletCreate = GameObject.Find("BulletCreater").GetComponent <BulletCreate>(); }
public override BulletBase CreateBullectValue(bullectOption bullectOp, Transform baseTF, Vector3 startPosition, BulletCreate parentCreate, bool createParent, bool dropPowerUp) { BullectControl copyBullect = null; if (_bullectList.Count == 0) { copyBullect = Instantiate(this) as BullectControl; copyBullect.name = gameObject.name + "_" + _nameObject++; copyBullect.ResetValue(); copyBullect._originalData = this; } else { copyBullect = _bullectList[0]; _bullectList.RemoveAt(0); } copyBullect.transform.position = baseTF != null ? baseTF.position : startPosition; copyBullect._bullectOp = bullectOp; copyBullect._createBullet = parentCreate; copyBullect._baseTFValue = baseTF; copyBullect.resetCurrent(createParent); copyBullect.resetBullet(true); copyBullect.nextBlockObject(); copyBullect._powerOption = dropPowerUp; return(copyBullect); }
public BullectControl CreateBullectValue(Transform baseTF, Vector3 startPosition, BulletCreate parentCreate, bool createParent, bool dropPowerUp) { if (bullectOriginal == null) { return(null); } return((BullectControl)bullectOriginal.CreateBullectValue(this, baseTF, startPosition, parentCreate, createParent, dropPowerUp)); }
public virtual BulletBase CreateBullectValue(bullectOption bullectOp, Transform baseTF, Vector3 startPosition, BulletCreate parentCreate, bool createParent, bool dropPowerUp) { return(null); }
public override BulletBase CreateBullectValue(bullectOption bullectOp, Transform baseTF, Vector3 startPosition, BulletCreate parentCreate, bool createParent, bool dropPowerUp) { Awake(); setDrowStage(_selfTF, this, BulletBase.objectPosition.enemy, stopTimeLine: true, NonDestroyChack: false); _selfTF.position = baseTF.position; _currentCount = 0; _copyVPosition = _selfTF.position; _copyVPosition.y = 0; SetDestoryCenter(_copyVPosition); nextBlockObject(); return(null); }