Esempio n. 1
0
    private IEnumerator WaitAndBornAndRun(float seconds, Type t, int index)
    {
        yield return(new WaitForSeconds(seconds));

        if (t == Type.狙擊)
        {
            EachNodeMovingControl obj = Instantiate(Danmu_element, gameObject.transform).GetComponent <EachNodeMovingControl>();
            float tempAngle           = (Mathf.Asin((GlobalVariables.PlayerLocalPosition.y - DanmuDesignRT.localPosition.y) /
                                                    Mathf.Sqrt(Mathf.Pow(GlobalVariables.PlayerLocalPosition.x - DanmuDesignRT.localPosition.x, 2) +
                                                               Mathf.Pow(GlobalVariables.PlayerLocalPosition.y - DanmuDesignRT.localPosition.y, 2)))) * 180 / Mathf.PI;
            if (GlobalVariables.PlayerLocalPosition.x - DanmuDesignRT.localPosition.x < 0)
            {
                if (tempAngle < 0)
                {
                    tempAngle = 180 - tempAngle;
                }
                else
                {
                    tempAngle = 180 + tempAngle;
                }
            }
            obj.Initialize(elementSize, tempAngle, elementSpeed, 彈幕的圖);
            GlobalVariables.AddDanmuElement(obj.gameObject);
            obj.Run();
        }
        else if (t == Type.螺旋)
        {
            EachNodeMovingControl obj = Instantiate(Danmu_element, gameObject.transform).GetComponent <EachNodeMovingControl>();
            obj.Initialize(elementSize, 360 / 彈幕顆數 * index, elementSpeed, 彈幕的圖);
            GlobalVariables.AddDanmuElement(obj.gameObject);
            obj.Run();
        }
        //print("123");
    }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        if (start && !GlobalVariables.gameOver && !GlobalVariables.win)
        {
            start = false;
            if (type == Type.圓形散開)
            {
                for (int i = 0; i < 彈幕顆數; i++)
                {
                    EachNodeMovingControl obj = Instantiate(Danmu_element, gameObject.transform).GetComponent <EachNodeMovingControl>();
                    obj.Initialize(elementSize, 360 / 彈幕顆數 * i, elementSpeed, 彈幕的圖);
                    GlobalVariables.AddDanmuElement(obj.gameObject);
                    obj.Run();
                }
            }
            else if (type == Type.螺旋)
            {
                for (int i = 0; i < 10; i++)
                {
                    /*EachNodeMovingControl obj = Instantiate(Danmu_element, gameObject.transform).GetComponent<EachNodeMovingControl>();
                     * obj.Initialize(elementSize, 360 / 彈幕顆數 * i, elementSpeed, 彈幕的圖);
                     * GlobalVariables.AddDanmuElement(obj.gameObject);*/
                    StartCoroutine(WaitAndBornAndRun(i * 0.2f, type, i));
                }
            }
            else if (type == Type.散彈)
            {
                for (int i = 0; i < 10; i++)
                {
                    EachNodeMovingControl obj = Instantiate(Danmu_element, gameObject.transform).GetComponent <EachNodeMovingControl>();
                    obj.Initialize(elementSize, 90 / (彈幕顆數 - 1) * i + 225, elementSpeed, 彈幕的圖);
                    GlobalVariables.AddDanmuElement(obj.gameObject);
                    obj.Run();
                }
            }
            else if (type == Type.狙擊)
            {
                for (int i = 0; i < 10; i++)
                {
                    //EachNodeMovingControl obj = Instantiate(Danmu_element, gameObject.transform).GetComponent<EachNodeMovingControl>();

                    /*float tempAngle = (Mathf.Asin((GlobalVariables.PlayerLocalPosition.y - DanmuDesignRT.localPosition.y) /
                     *  Mathf.Sqrt(Mathf.Pow(GlobalVariables.PlayerLocalPosition.x - DanmuDesignRT.localPosition.x, 2) +
                     *  Mathf.Pow(GlobalVariables.PlayerLocalPosition.y - DanmuDesignRT.localPosition.y, 2)))) * 180 / Mathf.PI;*/
                    /*if (GlobalVariables.PlayerLocalPosition.x - DanmuDesignRT.localPosition.x < 0) {
                     *  if (tempAngle < 0) {
                     *      tempAngle = 180 - tempAngle;
                     *  }
                     *  else {
                     *      tempAngle = 180 + tempAngle;
                     *  }
                     * }
                     * obj.Initialize(elementSize, tempAngle, elementSpeed, 彈幕的圖);
                     * GlobalVariables.AddDanmuElement(obj.gameObject);*/
                    StartCoroutine(WaitAndBornAndRun(i * 0.1f, type, i));
                }
            }
        }
    }