コード例 #1
0
    void Bounce()
    {
        int index = 4 + 11 * WayDir;

        switch (WayDir)
        {
        case 0:
        case 1:
            for (int i = -1; i <= 1; i += 2)
            {
                GameObject obj = GameManager.Inst().ObjManager.MakeObj("BossOneWay");
                index += i;

                obj.transform.position = SpreadPoses[index].transform.position;
                obj.transform.rotation = SpreadPoses[index].transform.rotation;

                BossBounce bullet = obj.gameObject.GetComponent <BossBounce>();
                bullet.SetStartPos(obj.transform.position);
                bullet.Shoot(obj.transform.up);
            }
            break;

        case 2:
            for (int i = 0; i < 2; i++)
            {
                GameObject obj = GameManager.Inst().ObjManager.MakeObj("BossOneWay");
                index = 4 + 11 * i;

                obj.transform.position = SpreadPoses[index].transform.position;
                obj.transform.rotation = SpreadPoses[index].transform.rotation;

                BossBounce bullet = obj.gameObject.GetComponent <BossBounce>();
                bullet.SetStartPos(obj.transform.position);
                bullet.Shoot(obj.transform.up);
            }
            break;
        }

        GameManager.Inst().SodManager.PlayEffect("Bs_OneWay");
    }
コード例 #2
0
    void Shot()
    {
        int   maxCount = 6;
        float shotTime = 0.0f;

        switch (GameManager.Inst().StgManager.Stage)
        {
        case 1:
            shotTime = 0.1f;
            for (int i = 0; i < 12; i++)
            {
                GameObject obj = GameManager.Inst().ObjManager.MakeObj("BossNormal");
                obj.transform.position = ShotDir[i].transform.position;
                obj.transform.rotation = ShotDir[i].transform.rotation;

                BossNormal bullet = obj.gameObject.GetComponent <BossNormal>();
                bullet.Shoot(ShotDir[i].transform.up);
            }

            GameManager.Inst().SodManager.PlayEffect("Bs_Normal");
            break;

        case 2:
            maxCount = 2;
            shotTime = 0.1f;
            for (int i = 0; i < 4; i++)
            {
                GameObject obj = GameManager.Inst().ObjManager.MakeObj("BossOneWay");
                obj.transform.position = ShotDir[ShotCount + i * 3].transform.position;
                obj.transform.rotation = ShotDir[ShotCount + i * 3].transform.rotation;

                BossBounce bullet = obj.GetComponent <BossBounce>();
                bullet.SetStartPos(obj.transform.position);
                bullet.Shoot(obj.transform.up);
            }

            GameManager.Inst().SodManager.PlayEffect("Bs_OneWay");
            break;

        case 3:
            maxCount = 12;
            shotTime = 0.05f;
            for (int i = 0; i < 1; i++)
            {
                GameObject obj = GameManager.Inst().ObjManager.MakeObj("BossNormal");
                obj.transform.position = ShotDir[ShotCount].transform.position;
                obj.transform.rotation = ShotDir[ShotCount].transform.rotation;

                BossBoomerang bullet = obj.GetComponent <BossBoomerang>();
                bullet.StartMove(obj.transform.position);
            }

            GameManager.Inst().SodManager.PlayEffect("Bs_Normal");
            break;

        case 4:
            maxCount = 5;
            shotTime = 0.1f;
            int rand = Random.Range(0, 12);
            for (int i = 0; i < 6; i++)
            {
                GameObject obj = GameManager.Inst().ObjManager.MakeObj("BossOneWay");
                obj.transform.position = ShotDir[0].transform.position;
                obj.transform.rotation = ShotDir[(rand + (i % 2) * 6) % 12].transform.rotation;

                BossNormal bullet = obj.gameObject.GetComponent <BossNormal>();
                bullet.Shoot(ShotDir[(rand + (i % 2) * 6) % 12].transform.up, rand % 5 + 1);

                rand++;
            }

            GameManager.Inst().SodManager.PlayEffect("Bs_OneWay");
            break;

        case 5:
            shotTime = 0.1f;
            for (int i = 0; i < 2; i++)
            {
                GameObject obj = GameManager.Inst().ObjManager.MakeObj("BossOneWay");
                obj.transform.position = ShotDir[ShotCount + i * 6].transform.position;
                obj.transform.rotation = ShotDir[ShotCount + i * 6].transform.rotation;

                BossLaser bullet = obj.GetComponent <BossLaser>();
                bullet.StopTime = 0.0f;
            }

            GameManager.Inst().SodManager.PlayEffect("Bs_Laser");
            break;
        }

        //GameManager.Inst().SodManager.PlayEffect("Bigbullet trigger");

        ShotCount++;
        if (ShotCount >= maxCount)
        {
            Die();
        }
        else
        {
            Invoke("Shot", shotTime);
        }
    }