Esempio n. 1
0
    public override void Attack(GameObject enemyGameObject)
    {
        if (attackWait > 0)
        {
            attackWait -= Time.deltaTime;
            return;
        }

        Vector3 bulletPosition = enemyGameObject.transform.position;
        // ランダムな角度に弾を撃つ
        float angle = Random.Range(-90, 291);
        float rad   = angle * Mathf.Deg2Rad;

        bulletPosition.x -= Mathf.Sin(rad) * 1.3f;
        bulletPosition.y += Mathf.Cos(rad) * 1.3f;
        GameObject bulletObject = GameObject.Instantiate((GameObject)Resources.Load("Scenes/Game/Prefabs/Enemy_Bullet_00_small"));
        BulletMain bulletMain   = bulletObject.GetComponent <BulletMain>();

        bulletMain.Fire(bulletPosition, angle, this.bulletSpeed, 1, BulletTarget.Player);

        attackWait = defaultAttackWait;
    }
Esempio n. 2
0
    public void EndFire()
    {
        // 狙撃の場合
        if (selectPlayer.gameObjectName == playerSogeki.gameObjectName)
        {
            if (this.selectPlayer.IsDamageWait())
            {
                this.SetSogekiEffect(0);
                return;
            }
            if (this.nowChargeLevel >= 3)
            {
                // 弾の初期位置を砲台の位置までずらす
                Vector3 bulletPosition = this.selectPlayer.gameObject.transform.position;
                float   rad            = this.selectPlayer.angle * Mathf.Deg2Rad;
                bulletPosition.x -= Mathf.Sin(rad) * this.selectPlayer.fireConfig.margin;
                bulletPosition.y += Mathf.Cos(rad) * this.selectPlayer.fireConfig.margin;

                // 狙撃は発射位置が右に少しずれているため調整する
                float rightMargin = 0.06f;
                rad = (this.selectPlayer.angle - 90) * Mathf.Deg2Rad;
                bulletPosition.x -= Mathf.Sin(rad) * rightMargin;
                bulletPosition.y += Mathf.Cos(rad) * rightMargin;

                GameObject bulletObject = Instantiate(this.selectPlayer.fireConfig.bulletGameObject);
                BulletMain bulletMain   = bulletObject.GetComponent <BulletMain>();
                // TODO 長押し時間に応じてangleを散らす
                bulletMain.Fire(bulletPosition, this.selectPlayer.angle, 0.20f, this.selectPlayer.fireConfig.damage, BulletTarget.Enemy);

                soundManager.PlayAudioClip(SoundManager.AudioClipType.GUNSHOT_FANTOM01);
            }
            this.sogekiChargeCount = 0;
            this.SetSogekiEffect(0);
        }
        // 拡散の場合
        else if (this.selectPlayer.gameObjectName == this.playerKakusan.gameObjectName)
        {
            this.selectPlayer.fireConfig.isFire = false;

            if (this.selectPlayer.IsDamageWait())
            {
                return;
            }

            float rad;

            // 11 方向に弾を出す
            for (int i = -5; i <= 5; i++)
            {
                Vector3 bulletPosition = this.selectPlayer.gameObject.transform.position;
                rad = (this.selectPlayer.angle + i * 5) * Mathf.Deg2Rad;
                bulletPosition.x -= Mathf.Sin(rad) * this.selectPlayer.fireConfig.margin;
                bulletPosition.y += Mathf.Cos(rad) * this.selectPlayer.fireConfig.margin;
                GameObject bulletObject = Instantiate(this.selectPlayer.fireConfig.bulletGameObject);
                BulletMain bulletMain   = bulletObject.GetComponent <BulletMain>();
                bulletMain.Fire(bulletPosition, (this.selectPlayer.angle + i * 5), 0.1f, this.selectPlayer.fireConfig.damage, BulletTarget.Enemy);
            }
            GameObject muzzleObject   = Instantiate((GameObject)Resources.Load("Scenes/Game/Prefabs/Player_01_kakusan_muzzle"));
            Vector3    muzzlePosition = this.selectPlayer.gameObject.transform.position;
            rad = this.selectPlayer.angle * Mathf.Deg2Rad;
            muzzlePosition.x -= Mathf.Sin(rad) * 0.6f;
            muzzlePosition.y += Mathf.Cos(rad) * 0.6f;
            muzzleObject.gameObject.transform.position = muzzlePosition;
            muzzleObject.gameObject.transform.rotation = this.selectPlayer.gameObject.transform.rotation;

            soundManager.PlayAudioClip(SoundManager.AudioClipType.MISSILE);
        }
        else
        {
            this.selectPlayer.gameObject.transform.Find("Player_00_rensya_muzzle_left").gameObject.SetActive(false);
            this.selectPlayer.gameObject.transform.Find("Player_00_rensya_muzzle_right").gameObject.SetActive(false);
            this.selectPlayer.fireConfig.isFire = false;
        }
    }
Esempio n. 3
0
    public override void Attack(GameObject enemyGameObject)
    {
        if (attackWait > 0)
        {
            attackWait -= Time.deltaTime;

            if (this.type == 2)
            {
                /*
                 * if (this.bulletLine == null)
                 * {
                 *  this.bulletLine = (GameObject)Object.Instantiate((GameObject)Resources.Load("Scenes/Game/Prefabs/ShotLine"), enemyGameObject.transform.position, Quaternion.identity);
                 *  this.bulletLine.transform.parent = enemyGameObject.transform;
                 *  this.bulletLine.transform.position = new Vector3(this.bulletLine.transform.position.x, this.bulletLine.transform.position.y -50 / 2, 0);
                 *  this.bulletLine.SetActive(true);
                 * }
                 */
            }
            return;
        }

        // TODO 自機を狙うようにする
        // 連射タイプ
        if (this.type == 1)
        {
            Vector3 bulletPosition = enemyGameObject.transform.position;
            bulletPosition.y -= 0.5f;
            GameObject bulletObject = GameObject.Instantiate((GameObject)Resources.Load("Scenes/Game/Prefabs/Enemy_Bullet_00_small"));
            BulletMain bulletMain   = bulletObject.GetComponent <BulletMain>();
            bulletMain.Fire(bulletPosition, Random.Range(160, 200), this.bulletSpeed, 1, BulletTarget.Player);
        }
        // レーザータイプ
        else
        {
            Vector3 bulletPosition = enemyGameObject.transform.position;
            // 位置が変なので調整
            bulletPosition.x -= 0.04f;
            bulletPosition.y -= 0.33f;
            GameObject bulletObject = GameObject.Instantiate((GameObject)Resources.Load("Scenes/Game/Prefabs/Enemy_Bullet_02_laser"));
            bulletObject.transform.position = bulletPosition;
            Vector3 rot              = bulletObject.transform.eulerAngles;
            int     targetNum        = Random.Range(0, 4);
            string  targetObjectName = "";
            switch (targetNum)
            {
            case 0:
                targetObjectName = "Player_rensya";
                break;

            case 1:
                targetObjectName = "Player_kakusan";
                break;

            case 2:
                targetObjectName = "Player_sogeki";
                break;

            case 3:
                targetObjectName = "Background_Earth";
                break;

            default:
                break;
            }
            GameObject targetObject = GameObject.Find(targetObjectName);
            Vector2    sub          = Camera.main.ScreenToWorldPoint(bulletObject.transform.position) - Camera.main.ScreenToWorldPoint(targetObject.transform.position);
            float      angle        = Mathf.Atan2(sub.y, sub.x) * Mathf.Rad2Deg - 90f;
            rot.z = angle;
            bulletObject.transform.eulerAngles = rot;
            //BulletMain bulletMain = bulletObject.GetComponent<BulletMain>();
            //bulletMain.Fire(bulletPosition, Random.Range(-45, 45), 0, 1, BulletTarget.Player);
            GameObject shotEffectObject = GameObject.Instantiate((GameObject)Resources.Load("Scenes/Game/Prefabs/Enemy_Bullet_01_laser_moto"));
            // 位置が変なのでさらに調整
            bulletPosition.y -= 0.25f;
            shotEffectObject.transform.position = bulletPosition;
        }

        /*
         * float rad = this.selectPlayer.angle * Mathf.Deg2Rad;
         * bulletPosition.x -= Mathf.Sin(rad) * this.selectPlayer.fireConfig.margin;
         * bulletPosition.y += Mathf.Cos(rad) * this.selectPlayer.fireConfig.margin;
         *
         * GameObject bulletObject = Instantiate(this.selectPlayer.fireConfig.bulletGameObject);
         * BulletMain bulletMain = bulletObject.GetComponent<BulletMain>();
         * bulletMain.Fire(bulletPosition, this.selectPlayer.angle, 0.20f, this.selectPlayer.fireConfig.damage, BulletTarget.Enemy);
         */

        attackWait = defaultAttackWait;
    }
Esempio n. 4
0
    private void Fire()
    {
        // ショットアニメーション(とりあえず連射だけ)
        if (this.selectPlayer.gameObjectName == this.playerRensha.gameObjectName)
        {
            this.selectPlayer.gameObject.GetComponent <Animator>().SetBool("ModelShotPlayerRensha", this.selectPlayer.fireConfig.isFire);
        }

        if (this.selectPlayer.IsDamageWait())
        {
            return;
        }

        if (!this.selectPlayer.fireConfig.isFire)
        {
            this.selectPlayer.fireConfig.wait = 0;
            return;
        }

        this.selectPlayer.fireConfig.wait -= Time.deltaTime;

        if (this.selectPlayer.fireConfig.wait <= 0.0)
        {
            // 拡散
            if (this.selectPlayer.gameObjectName == this.playerKakusan.gameObjectName)
            {
                this.selectPlayer.fireConfig.wait = 1.0f / selectPlayer.fireConfig.firePerFrame;
                // TODO ウェイトを変える
                float rad;
                // 押下時に複数弾を作って攻撃し、フラグは立てない(長押しで何もしない)
                for (int i = -5; i <= 5; i++)
                {
                    Vector3 bulletPosition = this.selectPlayer.gameObject.transform.position;
                    rad = (this.selectPlayer.angle + i * 5) * Mathf.Deg2Rad;
                    bulletPosition.x -= Mathf.Sin(rad) * this.selectPlayer.fireConfig.margin;
                    bulletPosition.y += Mathf.Cos(rad) * this.selectPlayer.fireConfig.margin;
                    GameObject bulletObject = Instantiate(this.selectPlayer.fireConfig.bulletGameObject);
                    BulletMain bulletMain   = bulletObject.GetComponent <BulletMain>();
                    bulletMain.Fire(bulletPosition, (this.selectPlayer.angle + i * 5), 0.1f, this.selectPlayer.fireConfig.damage, BulletTarget.Enemy);
                }
                GameObject muzzleObject   = Instantiate((GameObject)Resources.Load("Scenes/Game/Prefabs/Player_01_kakusan_muzzle"));
                Vector3    muzzlePosition = this.selectPlayer.gameObject.transform.position;
                rad = this.selectPlayer.angle * Mathf.Deg2Rad;
                muzzlePosition.x -= Mathf.Sin(rad) * 0.6f;
                muzzlePosition.y += Mathf.Cos(rad) * 0.6f;
                muzzleObject.gameObject.transform.position = muzzlePosition;
                muzzleObject.gameObject.transform.rotation = this.selectPlayer.gameObject.transform.rotation;
            }
            // 連射
            else
            {
                this.selectPlayer.fireConfig.wait = 1.0f / selectPlayer.fireConfig.firePerFrame;
                // 左側の弾の初期位置を砲台の位置までずらす
                Vector3 bulletPosition = this.selectPlayer.gameObject.transform.position;
                float   rad            = (this.selectPlayer.angle + 7) * Mathf.Deg2Rad;
                bulletPosition.x -= Mathf.Sin(rad) * this.selectPlayer.fireConfig.margin;
                bulletPosition.y += Mathf.Cos(rad) * this.selectPlayer.fireConfig.margin;
                GameObject bulletObject = Instantiate(this.selectPlayer.fireConfig.bulletGameObject);
                BulletMain bulletMain   = bulletObject.GetComponent <BulletMain>();
                bulletMain.Fire(bulletPosition, this.selectPlayer.angle, 0.20f, this.selectPlayer.fireConfig.damage, BulletTarget.Enemy);

                // 右側の弾
                bulletPosition    = this.selectPlayer.gameObject.transform.position;
                rad               = (this.selectPlayer.angle - 7) * Mathf.Deg2Rad;
                bulletPosition.x -= Mathf.Sin(rad) * this.selectPlayer.fireConfig.margin;
                bulletPosition.y += Mathf.Cos(rad) * this.selectPlayer.fireConfig.margin;
                bulletObject      = Instantiate(this.selectPlayer.fireConfig.bulletGameObject);
                bulletMain        = bulletObject.GetComponent <BulletMain>();
                bulletMain.Fire(bulletPosition, this.selectPlayer.angle, 0.20f, this.selectPlayer.fireConfig.damage, BulletTarget.Enemy);

                // 発射エフェクト
                this.selectPlayer.gameObject.transform.Find("Player_00_rensya_muzzle_left").gameObject.SetActive(true);
                this.selectPlayer.gameObject.transform.Find("Player_00_rensya_muzzle_right").gameObject.SetActive(true);

                soundManager.PlayAudioClip(SoundManager.AudioClipType.MACHINEGUN);
            }
        }
    }