コード例 #1
0
    private void DoRotate()
    {
        float rot = rotateCurve.Evaluate(activateTime / rotateTime);

        transform.eulerAngles = new Vector3(0, 0, rot + initRotation);
        if (activateTime > rotateTime)
        {
            strikeBeginPos = subSetTrans.position;
            BattleObjectManager battleManager = BattleStageManager.Instance.GetBattleManager();
            List <BattleObject> enemyList     = battleManager.GetObjectList(BattleObjectType.Enemy);
            int enemyCount = enemyList != null ? enemyList.Count : 0;
            if (enemyCount > 0)
            {
                int randIndex = BattleStageManager.Instance.GetRandom(0, enemyCount);
                strikeEndPos = enemyList[randIndex].transform.position;
            }
            else
            {
                Vector3 strikeDir = (strikeBeginPos - playerTrans.position).normalized;
                if (strikeDir.x != 0 && Mathf.Abs(strikeDir.y / strikeDir.x) < 0.75f)
                {
                    float deltaX = strikeDir.x > 0 ? 320f - strikeBeginPos.x : 320f + strikeBeginPos.x;
                    strikeDir   *= deltaX / Mathf.Abs(strikeDir.x);
                    strikeEndPos = strikeBeginPos + strikeDir;
                }
                else
                {
                    float deltaY = strikeDir.y > 0 ? 240f - strikeBeginPos.y : 240f + strikeBeginPos.y;
                    strikeDir   *= deltaY / Mathf.Abs(strikeDir.y);
                    strikeEndPos = strikeBeginPos + strikeDir;
                }
            }
        }
    }
コード例 #2
0
    void Awake()
    {
        Instance        = this;
        resourceManager = new GameResourceManager();
        resourceManager.Init();

        battleManager = new BattleObjectManager();
        playerManager = new PlayerStateManager();
    }
コード例 #3
0
ファイル: TracingBullet.cs プロジェクト: frozaple/STG-Demo
    private void ProcessTracing()
    {
        BattleObjectManager battleManager = BattleStageManager.Instance.GetBattleManager();
        List <BattleObject> enemyList     = battleManager.GetObjectList(BattleObjectType.Enemy);

        BattleObject tracingEnemy = null;
        Vector3      disVec       = new Vector3();

        if (enemyList != null)
        {
            float lastDisSq = 0;
            for (int i = enemyList.Count - 1; i >= 0; --i)
            {
                BattleObject enemy = enemyList[i];
                disVec = enemy.transform.position - transform.position;
                if (tracingEnemy == null || lastDisSq > disVec.sqrMagnitude)
                {
                    tracingEnemy = enemy;
                    lastDisSq    = disVec.sqrMagnitude;
                }
            }
        }

        if (tracingEnemy != null)
        {
            disVec = tracingEnemy.transform.position - transform.position;
            disVec.Normalize();
            transform.right = Vector3.RotateTowards(transform.right, disVec, radSpeed, 0f);
            if (Vector3.Dot(transform.right, disVec) < accelCos)
            {
                if (curSpeed > minSpeed)
                {
                    curSpeed -= speedDelta * Time.timeScale;
                    if (curSpeed < minSpeed)
                    {
                        curSpeed = minSpeed;
                    }
                }
                return;
            }
        }

        if (curSpeed < maxSpeed)
        {
            curSpeed += speedDelta * Time.timeScale;
            if (curSpeed > maxSpeed)
            {
                curSpeed = maxSpeed;
            }
        }
    }