void Update() { double currentTime = EditorApplication.timeSinceStartup; float deltaTime = (float)(currentTime - lastTime); float deltaFrames = Utility.TimeToFrames(deltaTime); lastTime = currentTime; if (emitter.exists) { RepaintEffect(); } else if (loop) { emitter.Play(); } foreach (var handle in emitter.handles) { handle.UpdateHandle(deltaFrames); } EffekseerSystem.Instance.UpdateTime(deltaFrames); EffekseerSystem.Instance.ApplyLightingToNative(); emitter.Update(); }
public void PlayAtEmitterA() { if (emitterA.exists) { emitterA.StopRoot(); } else { emitterA.Play(currentEffectName); } }
public void PlayAtEmitterB() { if (emitterB.exists) { emitterB.StopRoot(); } else { emitterB.Play(currentEffect); } }
// Update is called once per frame void Update() { if (a != wepontype) { a = wepontype; b = insidegun; c = outsidegun; weponDisplay(); } if (b != insidegun) { a = wepontype; b = insidegun; c = outsidegun; weponDisplay(); } if (c != outsidegun) { a = wepontype; b = insidegun; if (c != 0) { getgun += 1; } else { getgun = 0; } c = outsidegun; weponDisplay(); } if (ammo <= 0) { outsidegun = 0; wepontype = 1; ammo = 0; a = wepontype; b = insidegun; c = outsidegun; weponDisplay(); } if (ammo >= MAXammo) { ammo = MAXammo; } time += Time.deltaTime; Vector3 input = new Vector3(CrossPlatformInputManager.GetAxisRaw("Horizontal2"), 0, CrossPlatformInputManager.GetAxisRaw("Vertical2")); Vector3 input2 = new Vector3(CrossPlatformInputManager.GetAxisRaw("Horizontal"), 0, CrossPlatformInputManager.GetAxisRaw("Vertical")); if (!stop && input != Vector3.zero || joystick.pointeruo) { time2 += Time.deltaTime; if ((rockon == false || advantageshift.advantageshift != 0) && !joystick.pointeruo) { targetRotation = Quaternion.LookRotation(input); transform.eulerAngles = Vector3.up * Mathf.MoveTowardsAngle(transform.eulerAngles.y, targetRotation.eulerAngles.y, rotationSpeed * Time.deltaTime); } if (time2 >= 0.3f) { time3 += Time.deltaTime; if (wepontype == 1) { if (insidegun == 0) { //インサイドガン if (time >= 0.35f * adsr) { GameObject obj = GameObject.Instantiate(riflebullet) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 1.7f); effekseerEmitter1.Play(); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); } } else if (insidegun == 1) { //レーザーライフル if (time >= 0.7f * adsr) { GameObject obj = GameObject.Instantiate(Laser) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 3f); time = 0f; //初期化 sound04.PlayOneShot(sound04.clip); effekseerEmitter1.Play(); } } else if (insidegun == 2) { //モスミサイル if (time >= 1.2f * adsr) { GameObject obj = GameObject.Instantiate(misa) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 0.2f); time = 0f; //初期化 sound02.PlayOneShot(sound02.clip); effekseerEmitter1.Play(); } } else if (insidegun == 3) { //キャノン if (time >= 10f * adsr) { GameObject obj = GameObject.Instantiate(canon) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 1.5f); time = 0f; //初期化 sound02.PlayOneShot(sound02.clip); } } else if (insidegun == 4) { //溶断チェーンソウ if (time >= 0.1f * adsr) { GameObject obj = GameObject.Instantiate(heatknife) as GameObject; obj.transform.position = spawn.position; time = 0f; //初期化 sound06.PlayOneShot(sound06.clip); } } else if (insidegun == 5) { //テイクダウン if (time >= 1.3f * adsr) { GameObject obj = GameObject.Instantiate(takedown) as GameObject; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 1f); obj.transform.position = spawn.position; time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); } } else if (insidegun == 6) { //ヒートジャンク if (time >= 0.9f * adsr) { GameObject obj = GameObject.Instantiate(heatjunk) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 0.8f); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); } } else if (insidegun == 7) { //バリスタ if (time3 >= 2.5f * adsr) { GameObject obj = GameObject.Instantiate(barista) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce((rifle.forward + rifle.up / 1.2f) * speed * 0.6f); time3 = 0f; //初期化 sound06.PlayOneShot(sound06.clip); } } else if (insidegun == 8) { //フラググレネード if (time >= 2f * adsr) { GameObject obj = GameObject.Instantiate(flugG) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce((rifle.forward + rifle.up / 2) * speed * 2.2f); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); } } else if (insidegun == 9) { //リベットガン if (time >= 0.27f * adsr) { GameObject obj = GameObject.Instantiate(ribettgun) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 0.4f); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); } } } else { if (outsidegun == 1) { if (ammo > 0) { //ショットキャノン if (time >= 1.1f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(shotbullet) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed * 0.8f); obj.transform.rotation = transform.rotation; time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); effekseerEmitter2.Play(); } } } else if (outsidegun == 2) { if (ammo > 0) { //イーグルアイ if (time >= 1.8f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(EagleEye) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed * 7f); time = 0f; //初期化 sound04.PlayOneShot(sound04.clip); effekseerEmitter2.Play(); } } } else if (outsidegun == 3) { if (ammo > 0) { //パルスミサイル if (time >= 2f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(Pulsemisa) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed / 5f); time = 0f; //初期化 sound02.PlayOneShot(sound02.clip); effekseerEmitter2.Play(); } } } else if (outsidegun == 4) { if (ammo > 0) { //バウンスリボルバー if (revo <= 4) { revot = 0.25f; } else { revot = 2f; } if (time >= revot * adsr) { if (revo <= 4) { revo += 1; } else { revo = 0; } ammo -= 1; GameObject obj = GameObject.Instantiate(BounceRevolver) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed * 1.5f); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); effekseerEmitter2.Play(); } } } else if (outsidegun == 5) { if (ammo > 0) { //アンコモンライフル if (time >= 0.22f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(UCriflebullet) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed * 3f); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); } } } else if (outsidegun == 6) { if (ammo > 0) { //バーナー if (time >= 0.1f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(burner) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed * 10f); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); effekseerEmitter2.Play(); } } } else if (outsidegun == 7) { if (ammo > 0) { //ガソリングレネード if (time >= 2f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(Gasogre) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce((rifle2.forward + rifle.up / 2) * speed); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); effekseerEmitter2.Play(); } } } else if (outsidegun == 8) { if (ammo > 0) { if (time3 >= 2f * adsr) { //トパーズ30mmガトリング if (time >= 0.1f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(Gato) as GameObject; obj.transform.position = spawn2.position; X = UnityEngine.Random.Range(1, 5); mainas = UnityEngine.Random.Range(0, 2); if (mainas == 0) { mainas = -1; } else { mainas = 1; } obj.GetComponent <Rigidbody>().AddForce((rifle2.forward + rifle2.right / (X * mainas)) * speed * 2); Y = UnityEngine.Random.Range(4, 7); mainas = UnityEngine.Random.Range(0, 2); if (mainas == 0) { mainas = -1; } else { mainas = 1; } obj.GetComponent <Rigidbody>().AddForce((rifle2.forward + rifle2.up / (Y * mainas)) * speed * 2); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); effekseerEmitter2.Play(); } } else if (chagesound == 0) { chagesound = 1; sound06.PlayOneShot(sound06.clip); } } } else if (outsidegun == 9) { if (ammo > 0) { //ボルテック if (time >= 0.3f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(Voltaic) as GameObject; obj.transform.position = spawn2.position; //obj.GetComponent<Rigidbody>().AddForce(rifle2.forward * speed * 10f); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); //effekseerEmitter2.Play(); } } } else if (outsidegun == 10) { if (ammo > 0) { //スクトゥム if (time >= 0.37f * adsr) { GameObject obj = GameObject.Instantiate(riflebullet) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed * 1.6f); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); } } } else if (outsidegun == 11) { if (ammo > 0) { //ラピッドマシンガン if (time >= 0.08f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(Machinbullet) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed * 2.7f); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); } } } else if (outsidegun == 12) { if (ammo > 0) { //ネクストライフル if (time >= 0.4f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(nextbullet) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed * 2.7f); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); } } } else if (outsidegun == 13) { if (ammo > 0) { //テトラ if (time >= 0.45f * adsr) { ammo -= 1; GameObject obj1 = GameObject.Instantiate(Tetlabullet) as GameObject; obj1.transform.position = spawn2.position; obj1.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed); sound01.PlayOneShot(sound04.clip); GameObject obj2 = GameObject.Instantiate(Tetlabullet) as GameObject; obj2.transform.position = spawn2.position + new Vector3(0, -1, 0); obj2.GetComponent <Rigidbody>().AddForce((rifle2.forward + rifle.right / 1.2f) * speed); sound01.PlayOneShot(sound04.clip); GameObject obj3 = GameObject.Instantiate(Tetlabullet) as GameObject; obj3.transform.position = spawn2.position + new Vector3(0, -1, 0); obj3.GetComponent <Rigidbody>().AddForce((rifle2.forward + -rifle.right / 1.2f) * speed); time = 0f; //初期化 sound01.PlayOneShot(sound04.clip); } } } else if (outsidegun == 14) { if (ammo > 0) { //ルビーバズ if (time >= 1.55f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(bazz) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed); time = 0f; //初期化 sound02.PlayOneShot(sound02.clip); } } } else if (outsidegun == 15) { if (ammo > 0) { //エメラルドモア if (time >= 4.5f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(moa) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce((rifle2.forward + rifle.up / 1.5f) * speed * 200); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); } } } if (outsidegun == 16) { if (ammo > 0) { //ヘビーライフル if (time >= 0.5f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(heby) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 2.2f); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); } } } if (outsidegun == 17) { if (ammo > 0) { //ロケット if (time >= 0.5f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(roke) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle2.forward); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); } } } if (outsidegun == 18) { if (ammo > 0) { //ロキ if (time >= 2.3f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(loki) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce((rifle2.forward + rifle.up / 2) * speed * 1.4f); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); } } } else if (outsidegun == 19) { if (ammo > 0) { //レールガン if (time >= 10f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(Railgun) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed * 6f); time = 0f; //初期化 sound04.PlayOneShot(sound04.clip); } } } else if (outsidegun == 20) { if (ammo > 0) { //パイルバンカー if (time3 >= 1f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(PileBunker) as GameObject; obj.transform.position = spawn2.position; time3 = 0f; //初期化 sound02.PlayOneShot(sound02.clip); } } } else if (outsidegun == 21) { if (ammo > 0) { //ショックウェーブ if (time >= 0.1f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(Shockwave) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed * 10f); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); } } } else if (outsidegun == 22) { if (ammo > 0) { if (chagesound == 0) { chagesound = 1; sound06.PlayOneShot(sound06.clip); } if (time3 >= 3.8f * adsr) { //コメット if (time3 <= 7f * adsr) { ammo -= 1; GameObject obj = GameObject.Instantiate(comet) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed * 10f); sound07.PlayOneShot(sound07.clip); } } } } else if (outsidegun == 23) { if (ammo > 0) { if (time >= 1.3f * adsr) { //高反動キャノン ammo -= 1; GameObject obj = GameObject.Instantiate(canon) as GameObject; obj.transform.position = spawn2.position; obj.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed * 6f); time = 0f; //初期化 sound02.PlayOneShot(sound02.clip); ads.GetComponent <Rigidbody>().AddForce(rifle2.forward * speed * -5f); effekseerEmitter2.Play(); } } } else if (outsidegun == 24) { if (ammo > 0) { if (time >= 5f * adsr) { //スラスターブレード ammo -= 1; GameObject obj = GameObject.Instantiate(surabure) as GameObject; obj.transform.position = new Vector3(spawn2.position.x, spawn2.position.y, spawn2.position.z + 3); //obj.GetComponent<Rigidbody>().AddForce(rifle2.forward * speed * 6f); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); effekseerEmitter2.Play(); } } } } } } else { time2 = 0; time3 = 0; chagesound = 0; if (!stop && input2 != Vector3.zero) { if (rockon == false || advantageshift.advantageshift != 0) { targetRotation = Quaternion.LookRotation(input2); transform.eulerAngles = Vector3.up * Mathf.MoveTowardsAngle(transform.eulerAngles.y, targetRotation.eulerAngles.y, rotationSpeed * Time.deltaTime); } } } }
public void PlayAtEmitterB() { emitterB.Play(currentEffectName); }
public void Fire() { gameObject.SetActive(true); m_Emitter.Play(); }
void shot() { if (wepontype == 1) { if (shotPermit) { if (insidegun == 0) { if (time >= 0.3f) { rd = UnityEngine.Random.Range(0, 2); if (rd == 0) { GameObject obj = GameObject.Instantiate(riflebullet) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed); effekseerEmitter.Play();//マズルフラッシュのエフェクト sound01.PlayOneShot(sound01.clip); } time = 0f; //初期化 } } else if (insidegun == 1) { if (time >= 1.1f) { rd = UnityEngine.Random.Range(0, 2); if (rd == 0) { GameObject obj = GameObject.Instantiate(Laser) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 3f); effekseerEmitter.Play();//マズルフラッシュのエフェクト sound04.PlayOneShot(sound04.clip); } time = 0f; //初期化 } } else if (insidegun == 2) { //モスミサイル if (time >= 1.2f) { rd = UnityEngine.Random.Range(0, 3); if (rd == 0) { GameObject obj = GameObject.Instantiate(misa) as GameObject; if (GetComponent <jackenemy>()) { obj.GetComponent <misaE>().target = "Enemy"; } else { obj.GetComponent <misaE>().target = "Player"; } obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 0.5f); time = 0f; //初期化 sound02.PlayOneShot(sound02.clip); effekseerEmitter.Play(); //マズルフラッシュのエフェクト } } } } } else { if (outsidegun == 0) { //wepontype = 1; } if (shotPermit) { if (outsidegun == 1) { if (time >= 1.5f) { rd = UnityEngine.Random.Range(0, 5); if (rd == 0) { GameObject obj = GameObject.Instantiate(shotbullet) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 0.8f); obj.transform.rotation = transform.rotation; sound01.PlayOneShot(sound01.clip); effekseerEmitter.Play(); //マズルフラッシュのエフェクト } time = 0f; //初期化 } } else if (outsidegun == 2) { if (time >= 1.35f) { rd = UnityEngine.Random.Range(0, 8); if (rd == 0) { GameObject obj = GameObject.Instantiate(EagleEye) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 7f); effekseerEmitter.Play(); //マズルフラッシュのエフェクト } time = 0f; //初期化 } } else if (outsidegun == 3) { //パルスミサイル if (time >= 2f) { rd = UnityEngine.Random.Range(0, 8); if (rd == 0) { GameObject obj = GameObject.Instantiate(Pulsemisa) as GameObject; if (GetComponent <jackenemy>()) { obj.GetComponent <misaE>().target = "Enemy"; } else { obj.GetComponent <misaE>().target = "Player"; } obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 0.3f); time = 0f; //初期化 effekseerEmitter.Play(); //マズルフラッシュのエフェクト sound02.PlayOneShot(sound02.clip); } } } else if (outsidegun == 4) { if (time >= 1.1f) { rd = UnityEngine.Random.Range(0, 8); if (rd == 0) { GameObject obj = GameObject.Instantiate(BounceRevolver) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 1.5f); time = 0f; //初期化 effekseerEmitter.Play(); //マズルフラッシュのエフェクト sound01.PlayOneShot(sound01.clip); } } } else if (outsidegun == 5) { if (time >= 0.22f) { rd = UnityEngine.Random.Range(0, 5); if (rd == 0) { GameObject obj = GameObject.Instantiate(UCriflebullet) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 3f); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); } } } else if (outsidegun == 6) { if (time >= 0.3f) { rd = UnityEngine.Random.Range(0, 3); if (rd == 0) { GameObject obj = GameObject.Instantiate(burner) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 10f); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); effekseerEmitter.Play(); //マズルフラッシュのエフェクト } } } else if (outsidegun == 7) { if (time >= 2f) { rd = UnityEngine.Random.Range(0, 7); if (rd == 0) { GameObject obj = GameObject.Instantiate(Gasogre) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce((rifle.forward + rifle.up / 2) * speed * 1.9f); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); effekseerEmitter.Play(); //マズルフラッシュのエフェクト } } } else if (outsidegun == 8) { if (time >= 0.2f) { rd = UnityEngine.Random.Range(0, 5); if (rd == 0) { GameObject obj = GameObject.Instantiate(Gato) as GameObject; obj.transform.position = spawn.position; X = UnityEngine.Random.Range(1, 5); mainas = UnityEngine.Random.Range(0, 1); if (mainas == 0) { mainas = -1; } else { mainas = 1; } obj.GetComponent <Rigidbody>().AddForce((rifle.forward + rifle.right / X * mainas) * speed * 2); Y = UnityEngine.Random.Range(4, 7); mainas = UnityEngine.Random.Range(0, 1); if (mainas == 0) { mainas = -1; } else { mainas = 1; } obj.GetComponent <Rigidbody>().AddForce((rifle.forward + rifle.up / Y * mainas) * speed * 2); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); effekseerEmitter.Play(); //マズルフラッシュのエフェクト } } } else if (outsidegun == 9) { if (time >= 0.25f) { rd = UnityEngine.Random.Range(0, 3); if (rd == 0) { GameObject obj = GameObject.Instantiate(Voltaic) as GameObject; if (GetComponent <jackenemy>()) { obj.GetComponent <VoltecE>().target = "Enemy"; } else { obj.GetComponent <VoltecE>().target = "Player"; } obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 10f); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); effekseerEmitter.Play(); //マズルフラッシュのエフェクト } } } else if (outsidegun == 10) { if (time >= 0.37f) { rd = UnityEngine.Random.Range(0, 5); if (rd == 0) { GameObject obj = GameObject.Instantiate(riflebullet) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 1.6f); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); } } } else if (outsidegun == 11) { if (time >= 0.1f) { rd = UnityEngine.Random.Range(0, 4); if (rd == 0) { GameObject obj = GameObject.Instantiate(Machinbullet) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 2.7f); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); } } } else if (outsidegun == 12) { //ネクストライフル if (time >= 0.4f) { rd = UnityEngine.Random.Range(0, 6); if (rd == 0) { GameObject obj = GameObject.Instantiate(nextbullet) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 2.7f); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); } } } else if (outsidegun == 13) { //テトラ if (time >= 0.45f) { rd = UnityEngine.Random.Range(0, 6); if (rd == 0) { GameObject obj1 = GameObject.Instantiate(Tetlabullet) as GameObject; obj1.transform.position = spawn.position; obj1.GetComponent <Rigidbody>().AddForce(rifle.forward * speed); sound01.PlayOneShot(sound04.clip); GameObject obj2 = GameObject.Instantiate(Tetlabullet) as GameObject; obj2.transform.position = spawn.position + new Vector3(0, -1, 0); obj2.GetComponent <Rigidbody>().AddForce((rifle.forward + rifle.right / 1.2f) * speed); sound01.PlayOneShot(sound04.clip); GameObject obj3 = GameObject.Instantiate(Tetlabullet) as GameObject; obj3.transform.position = spawn.position + new Vector3(0, -1, 0); obj3.GetComponent <Rigidbody>().AddForce((rifle.forward + -rifle.right / 1.2f) * speed); time = 0f; //初期化 sound01.PlayOneShot(sound04.clip); } } } else if (outsidegun == 14) { //ルビーバズ if (time >= 1.55f) { rd = UnityEngine.Random.Range(0, 7); if (rd == 0) { GameObject obj = GameObject.Instantiate(bazz) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed); time = 0f; //初期化 sound02.PlayOneShot(sound02.clip); } } } else if (outsidegun == 15) { //エメラルドモア if (time >= 4.5f) { rd = UnityEngine.Random.Range(0, 3); if (rd == 0) { GameObject obj = GameObject.Instantiate(moa) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce((rifle.forward + rifle.up / 1.5f) * speed * 200); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); } } } if (outsidegun == 16) { //ヘビーライフル if (time >= 0.5f) { rd = UnityEngine.Random.Range(0, 7); if (rd == 0) { GameObject obj = GameObject.Instantiate(heby) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce(rifle.forward * speed * 2.2f); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); } } } if (outsidegun == 17) { //ロケット if (time >= 0.5f) { rd = UnityEngine.Random.Range(0, 5); if (rd == 0) { GameObject obj = GameObject.Instantiate(roke) as GameObject; obj.transform.position = spawn.position; obj.transform.rotation = spawn.rotation; obj.GetComponent <Rigidbody>().AddForce(rifle.forward); time = 0f; //初期化 sound01.PlayOneShot(sound01.clip); } } } if (outsidegun == 18) { //ロキ if (time >= 2.3f) { rd = UnityEngine.Random.Range(0, 22); if (rd == 0) { GameObject obj = GameObject.Instantiate(loki) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce((rifle.forward + rifle.up / 2) * speed * 1.4f); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); } } } if (outsidegun == 19) { //高反動キャノン if (time >= 1.6f) { rd = UnityEngine.Random.Range(0, 13); if (rd == 0) { GameObject obj = GameObject.Instantiate(highcanon) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce((rifle.forward + rifle.up / 2) * speed * 1.4f); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); effekseerEmitter.Play(); //マズルフラッシュのエフェクト } } } if (outsidegun == 20) { //スラスターブレード if (time >= 4f) { rd = UnityEngine.Random.Range(0, 13); if (rd == 0) { GameObject obj = GameObject.Instantiate(surabure) as GameObject; obj.transform.position = spawn.position; obj.GetComponent <Rigidbody>().AddForce((rifle.forward + rifle.up / 2) * speed * 1.4f); time = 0f; //初期化 sound05.PlayOneShot(sound05.clip); effekseerEmitter.Play(); //マズルフラッシュのエフェクト } } } } } }