private IEnumerator Melody_A1_Cor() { base.Set_Can_Switch_Attack(false); //移動 Warp(Config.nutral_Pos); yield return(new WaitForSeconds(1.5f)); //ショット while (true) { _effect.Play_Power_Charge_Effect_Small(); yield return(new WaitForSeconds(1.0f)); _effect.Play_Burst_Effect(Color.green); UsualSoundManager.Instance.Play_Shoot_Sound(); _shoot.Shoot_Vine_Shoot(8); //待つ、メロディ切り替わったら抜ける _shoot.Shoot_Bound_Shoot(); yield return(new WaitForSeconds(2.0f)); for (float t = 0; t < 3.0f; t += Time.deltaTime) { if (melody_Manager.Get_Now_Melody() != MelodyManager.Melody.A1) { base.Set_Can_Switch_Attack(true); base.Restart_Attack(); Stop_Melody_A1(); } yield return(new WaitForSeconds(0)); } } }
private IEnumerator Last_Attack_Cor() { _attack.Stop_Attack(); float max_Time_Count = time_Count; float[] time_Border = { time_Count * 0.8f, time_Count * 0.55f, time_Count * 0.3f, 0 }; _effect.Play_Roaring_Effect(); yield return(new WaitForSeconds(2.0f)); _last_Shoot.Start_Wing_Shoot(); _last_Shoot.Start_First_Shoot(); _effect.Play_Burst_Effect(Color.green); while (time_Count > time_Border[0]) { yield return(null); } _last_Shoot.Start_Second_Shoot(); _effect.Play_Burst_Effect(Color.yellow); while (time_Count > time_Border[1]) { yield return(null); } _last_Shoot.Start_Third_Shoot(); _effect.Play_Burst_Effect(Color.red); while (time_Count > time_Border[2]) { yield return(null); } _last_Shoot.Start_Forth_Shoot(); _effect.Play_Burst_Effect(new Color(1f, 0.2f, 1f)); while (time_Count > 0) { yield return(null); } _last_Shoot.Stop_Shoot(); _eternal.Damaged(1000, ""); }