Esempio n. 1
0
    IEnumerator Attack()
    {
        if (isCoroutine) yield break;
        isCoroutine = true;
        ecZ.Reverse_Magic();

        yield return new WaitForSeconds(1);//ちょっと間をおいてから攻撃

        GameObject bullet;

        //アニメーションセット
        //animator.SetTrigger("Attack");//攻撃

        if ((ecZ.Player.transform.position - transform.position).magnitude > 20)//距離が10以上だったら
        {
            bullet = GameObject.Instantiate(Bullet[0]);//通常弾 flame
            bullet.GetComponent<Attack_Parameter>().Parent = this.gameObject;//誰が撃ったかを渡す
                                                                                                                                                                         //弾を飛ばす処理
            bullet.transform.position = Muzzle[0].position;//Muzzleの位置
            bullet.transform.rotation = Quaternion.LookRotation(ecZ.direction);//回転させて弾頭を進行方向に向ける

            bullet.GetComponent<Rigidbody>().velocity = (ecZ.Player.transform.position - transform.position).normalized * bullet.GetComponent<Attack_Parameter>().speed;//プレイヤに向けて撃つ

            Destroy(bullet, bullet.GetComponent<Attack_Parameter>().GetA_Time());

            //効果音と演出
            /*if (!SE[0].isPlaying)
            {

                SE[0].PlayOneShot(SE[0].clip);//SE

            }*/

            yield return new WaitForSeconds(bullet.GetComponent<Attack_Parameter>().GetR_Time());//撃った後の硬直

        }
        else
        {
            //Bomb
            if (Enemy_Level == 1)
            {

                bullet = GameObject.Instantiate(Bullet[1]);//弾生成
                bullet.GetComponent<Attack_Parameter>().Parent = this.gameObject;//もらった親を渡しておく必要がある

                //弾を飛ばす処理
                bullet.transform.position = Muzzle[1].position;//Muzzleの位置
                bullet.transform.rotation = Quaternion.LookRotation(ecZ.direction);//回転させて弾頭を進行方向に向ける

                bullet.GetComponent<Rigidbody>().velocity = ((ecZ.Player.transform.position - transform.position).normalized + transform.TransformDirection(new Vector3(0,1,-0.3f))) * bullet.GetComponent<Attack_Parameter>().speed;//キャラの向いてる方向

                //効果音と演出
                /*if (!SE[1].isPlaying)
                {

                    SE[1].PlayOneShot(SE[1].clip);//SE

                }*/

                Destroy(bullet, bullet.GetComponent<Attack_Parameter>().GetA_Time());

                yield return new WaitForSeconds(bullet.GetComponent<Attack_Parameter>().GetR_Time());//撃った後の硬直

            }

            //Kanketusen
            if (Enemy_Level == 2)
            {

                Vector3 OldPlayerPos = ecZ.Player.transform.position;

                yield return new WaitForSeconds(Bullet[2].GetComponent<Attack_Parameter>().GetR_Time());//撃つ前の硬直

                bullet = GameObject.Instantiate(Bullet[2]);//弾生成

                bullet.GetComponent<Attack_Parameter>().Parent = this.gameObject;//もらった親を渡しておく必要がある

                //弾を飛ばす処理

                //足元を見る
                RaycastHit hit;
                GameObject hitObject;

                Vector3 LineStart = new Vector3(OldPlayerPos.x, OldPlayerPos.y, OldPlayerPos.z);
                Vector3 LineDirection = Vector3.down;//下でおk

                if (Physics.Raycast(LineStart, LineDirection, out hit, 50))
                {
                    hitObject = hit.collider.gameObject;//レイヤーがIgnoreLayerのObjectは弾かれる。

                    //Debug.DrawLine(LineStart, hit.point, Color.blue);
                    //Debug.Log(hitObject);

                    //地面だったら
                    if (hitObject.gameObject.name == "Terrain")
                    {

                        bullet.transform.position = hit.point;

                    }
                }
                else
                {
                    bullet.transform.position = new Vector3(OldPlayerPos.x, OldPlayerPos.y - ecZ.Player.transform.localScale.y / 2, OldPlayerPos.z);//下に地面がなかったら
                }

                bullet.transform.rotation = Quaternion.LookRotation(ecZ.direction);//回転させて弾頭を進行方向に向ける

                //効果音と演出
                /*if (!SE[2].isPlaying)
                {

                    SE[2].PlayOneShot(SE[2].clip);//SE

                }*/

                Destroy(bullet, bullet.GetComponent<Attack_Parameter>().GetA_Time());

                yield return new WaitForSeconds(0.5f);//撃った後の硬直
            }

            //Meteor
            if(Enemy_Level == 3)
            {
                //animator.SetTrigger("Shoot");

                yield return new WaitForSeconds(1);//撃つまでのため

                CCZ.flag_quake = true;//カメラ揺らす

                GameObject[] bulletM = new GameObject[5];

                for (int i = 0; i < 5; i++)
                {

                    bulletM[i] = GameObject.Instantiate(Bullet[3]);//弾生成

                    if (bulletM[i] != null)
                    {

                        bulletM[i].GetComponent<Attack_Parameter>().Parent = this.gameObject;//もらった親を渡しておく必要がある

                        bulletM[i].transform.position = Muzzle[3].position + transform.TransformDirection(new Vector3(Random.Range(-5, 6), Random.Range(0, 5), Random.Range(0, 15)));//ランダム
                        bulletM[i].transform.rotation = Quaternion.LookRotation(transform.TransformDirection(Vector3.forward));//回転させて弾頭を進行方向に向ける
                        bulletM[i].GetComponent<Rigidbody>().velocity = ((transform.TransformDirection(new Vector3(0, -4, 2))) * Bullet[3].GetComponent<Attack_Parameter>().speed);

                        Destroy(bulletM[i], Bullet[3].GetComponent<Attack_Parameter>().GetA_Time());

                    }

                }

                yield return new WaitForSeconds(Bullet[3].GetComponent<Attack_Parameter>().GetR_Time());//撃った後の硬直

                CCZ.flag_quake = false;//揺れを止める
            }
        }

        ecZ.Reverse_Magic();
        if ((ecZ.Player.transform.position - transform.position).magnitude > 30)//距離が20以上だったら
        {
            state = Element_State.Search;//Search状態に戻す
            priority = 5;
        }

        isCoroutine = false;
    }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        //動いた距離を取得
        movedirection = oldpos - transform.position;

        if (state == Element_State.Attack)
        {
            priority = 1;

            //前を向ける
            transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(ecZ.Player.transform.position - transform.position), 0.05f);
            transform.rotation = Quaternion.Euler(0, transform.eulerAngles.y, 0);
            MS.Stop();//止める

            coroutine = StartCoroutine(Attack());

        }

        if (ecZ.isDamage)
        {
            if (priority >= 2)
            {
                if(state != Element_State.Damage)
                {
                    state = Element_State.Damage;
                    priority = 2;
                    //前を向ける
                    transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(ecZ.Player.transform.position - transform.position), 0.05f);
                    transform.rotation = Quaternion.Euler(0, transform.eulerAngles.y, 0);
                    //アニメーションセット
                    animator.SetTrigger("Damage");//ダメージ
                    MS.Stop();//止める
                }

            }

        }
        if (state == Element_State.Damage)
        {

            if (priority >= 6)
            {

                priority = 2;

                //アニメーションセット
                //animator.SetTrigger("Damage");//ここできょろきょろ

                //前を向ける
                transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(ecZ.Player.transform.position - transform.position), 0.05f);
                transform.rotation = Quaternion.Euler(0, transform.eulerAngles.y, 0);

            }
            else if (priority >= 2)
            {

                priority = 2;

                //前を向ける
                transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(ecZ.Player.transform.position - transform.position), 0.05f);
                transform.rotation = Quaternion.Euler(0, transform.eulerAngles.y, 0);

                //ダメージ受けたらだいたい死ぬが、生き残ったらとりあえず攻撃を激しくする
                coroutine = StartCoroutine(Attack());//反撃
                ecZ.Stop();//こけた時まれに下方向に力が働くので一応止めとく

            }
        }

        if (ecZ.isReturn)
        {
            if (priority >= 3)
            {
                state = Element_State.Return;
                priority = 3;
            }

        }
        if (state == Element_State.Return)
        {

            if (priority >= 3)
            {
                priority = 3;
                //アニメーションセット
                //animator.SetTrigger("Walk");//歩き

                //とりあえず中心へ(Territoryはワールド座標にしとく)
                ecZ.Move(ecZ.Territory.position, ecZ.speed);

                //前を向ける
                transform.rotation = Quaternion.Slerp(transform.localRotation, Quaternion.LookRotation(ecZ.Territory.localPosition - transform.localPosition), 0.05f);
                transform.rotation = Quaternion.Euler(0, transform.eulerAngles.y, 0);

                //テリトリとの距離で行動変化
                if ((ecZ.Territory.localPosition - transform.localPosition).magnitude < 10)//真ん中ら辺まで戻ったら
                {
                    state = Element_State.Search;
                    priority = 5;
                }

            }

        }

        if (ecZ.isFind)
        {
            if (priority >= 4)
            {
                state = Element_State.Attack;
            }
        }

        if (state == Element_State.Search)
        {
            if (priority >= 5)
            {
                priority = 5;
                //アニメーションセット
                //animator.SetTrigger("Walk");//歩き

                //前を向ける
                //transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(ecZ.move_controller.End - transform.localPosition), 0.05f);
                transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(-movedirection), 0.05f);

                transform.rotation = Quaternion.Euler(0, transform.eulerAngles.y, 0);

                MS.Move(ecZ.move_controller.End, ecZ.speed);

            }

        }

        //状態が変化したら前の状態のいどうは中断
        if (oldstate != state)
        {
            time = 0;
            MS.Stop();
            ecZ.Stop();
        }
        oldstate = state;
        oldpos = transform.position;
    }
Esempio n. 3
0
 public void SetState(Element_State state)
 {
     this.state = state;
 }
Esempio n. 4
0
    IEnumerator Attack()
    {
        if (isCoroutine) yield break;
        isCoroutine = true;
        ecZ.Reverse_Magic();

        yield return new WaitForSeconds(1);//ちょっと間をおいてから攻撃

        GameObject[] bullet = new GameObject[Muzzle.Length];
        SE[0].enabled = true;//SE戻す

        yield return new WaitForSeconds(0.5f);//出すまで

        //効果音と演出
        if (!SE[0].isPlaying)
        {
            //ゴゴゴゴは始まるまでにラグがある
            SE[0].PlayOneShot(SE[0].clip);//SE

        }

        CCZ.flag_quake = true;//カメラ揺らす

        for (int i = 0; i < Muzzle.Length; i++)
        {
            bullet[i] = GameObject.Instantiate(Bullet[0]);//弾生成
            bullet[i].GetComponent<Attack_Parameter>().Parent = this.gameObject;//もらった親を渡しておく必要がある
        }

        //弾を飛ばす処理
        //足元を見る
        RaycastHit hit;
        GameObject hitObject;

        //0で判断する
        Vector3 LineStart = new Vector3(bullet[0].transform.position.x, bullet[0].transform.position.y + 4 /*- zcamera.Target.transform.localScale.y / 2*/, bullet[0].transform.position.z);
        Vector3 LineDirection = Vector3.down;//下でおk

        if (Physics.Raycast(LineStart, LineDirection, out hit, 200))
        {
            hitObject = hit.collider.gameObject;//レイヤーがIgnoreLayerのObjectは弾かれる。

            //Debug.DrawLine(LineStart, hit.point, Color.blue);
            //Debug.Log(hitObject);

            //地面だったら
            if (hitObject.gameObject.name == "Terrain")
            {
                for (int i = 0; i < Muzzle.Length; i++)
                {
                    bullet[i].transform.position = Muzzle[i].transform.position - new Vector3(0, Muzzle[i].transform.position.y - hit.point.y, 0) - new Vector3(0, 4, 0);

                }

            }
            else
            {
                for (int i = 0; i < Muzzle.Length; i++)
                {
                    bullet[i].transform.position = Muzzle[i].transform.position - new Vector3(0, Muzzle[i].transform.position.y - hit.point.y - hitObject.transform.localScale.y, 0) - new Vector3(0, 4, 0);
                }

            }
        }
        else
        {
            for (int i = 0; i < Muzzle.Length; i++)
            {
                bullet[i].transform.position = Muzzle[i].transform.position - new Vector3(0, 4, 0);
            }

        }

        //必要なものを拾っとく
        GameObject[] effect = new GameObject[3];

        for (int i = 0; i < Muzzle.Length; i++)
        {
            bullet[i].transform.rotation = Quaternion.LookRotation(transform.TransformDirection(Vector3.forward).normalized);//回転させて弾頭を進行方向に向ける

            effect[i] = bullet[i].transform.FindChild("Spurt").gameObject;
            breakEff[i] = bullet[i].transform.FindChild("Break").gameObject;
            breakEff[i].SetActive(false);//いったん消しとく

        }

        SE[1] = bullet[0].GetComponent<AudioSource>();

        for (int i = 0; i < Muzzle.Length; i++)
        {
            bullet[i].GetComponent<Rigidbody>().velocity = (Vector3.up * bullet[i].GetComponent<Attack_Parameter>().speed);

        }

        yield return new WaitForSeconds(0.5f);//止める

        for (int i = 0; i < Muzzle.Length; i++)
        {
            bullet[i].GetComponent<Rigidbody>().velocity = Vector3.zero;
            bullet[i].GetComponent<Rigidbody>().isKinematic = true;//固定
            Destroy(effect[i], 1.3f);
            bullet[i].GetComponent<Collider>().enabled = false;
            bullet[i].transform.FindChild("Wall_Model").gameObject.GetComponent<Collider>().enabled = true;
            Invoke("SEStop", 1.3f);
            //bullet.GetComponent<MeshCollider>().isTrigger = false;

            Invoke("Break", bullet[i].GetComponent<Attack_Parameter>().GetA_Time() - 0.6f);//消えるちょい前に演出
            Destroy(bullet[i], bullet[i].GetComponent<Attack_Parameter>().GetA_Time());
        }

        yield return new WaitForSeconds(bullet[0].GetComponent<Attack_Parameter>().GetR_Time());//撃った後の硬直

        ecZ.Reverse_Magic();

        state = Element_State.Search;//Search状態に戻す
        priority = 5;

        isCoroutine = false;
    }