/// <summary> /// ゲーム終了時処理 /// </summary> public void GameEnd() { TargetTransform.Clear(); TargetTransform.Add(City.Instance.transform); startOrthoSize = CameraComp.orthographicSize; endOrthoSize = 1.8f; isEndProduceActive = true; StartCoroutine(GameObjectExtensions.LoopMethod(2f, ProduceLoop, ProduceEnd)); }
/// <summary> /// 外周へ逃げていく /// </summary> virtual protected void EscapeToOutside() { // 逃走モードへ AnimationRunAway(); IsEscape = true; print("逃げた"); NowTarget = RunAwayRelayPointManager.Instance.GetNearPoint(transform.position); RotateToTarget(NowTarget, 90f); MoveSpeed = MoveSpeed * 7; StartCoroutine(GameObjectExtensions.LoopMethod(1f, LoopScaleMin)); }
//======================================================================================== // public //======================================================================================== /// <summary> /// 炎発射 /// </summary> /// <param name="startPos"></param> /// <param name="TargetPos"></param> public void StartFire(Vector3 startPos, Vector3 TargetPos) { transform.position = startPos; Vec3Comp = new Vector3Complession(startPos, TargetPos); var hit = GetComponentInChildren <HitSeriesofAction>(); hit.Initialize(this.gameObject); hit.Activate(); FireUpdateCort = GameObjectExtensions.LoopMethod(MaxLandingTime, PositionMove, PositionMoveEnd); StartCoroutine(FireUpdateCort); }
/// <summary> /// 街へ逃げていく /// </summary> virtual protected void EscapeToCity() { // 逃走モードへ AnimationRunAway(); IsEscape = true; print("街に行った"); NowTarget = City.Instance.transform; RotateToTarget(NowTarget, 90f); MoveSpeed = MoveSpeed * 7; StartCoroutine(GameObjectExtensions.LoopMethod(1f, LoopScaleMin)); GetComponent <CapsuleCollider>().isTrigger = true; }