//private Rigidbody2D rb; // Use this for initialization void Start() { canMove = true; playerBase = GameObject.Find("PlayerBase"); enemyBase = GameObject.Find("EnemyBase"); Neutral1 = GameObject.Find("NeutralBase1"); Neutral2 = GameObject.Find("NeutralBase2"); base1 = Neutral1.GetComponent <BaseStatus>(); base2 = Neutral2.GetComponent <BaseStatus>(); baseManager = GameObject.Find("BaseManager").GetComponent <BaseManager>(); unitCreateStart = GameObject.Find("GameSystem").GetComponent <UnitCreateStart>(); rot = true; rotP = false; rotN1 = true; rotN2 = true; modenum = 1; if (gameObject.tag == "WizardUnit") { magicModeChange = GetComponent <MagicModeChange>(); StartCoroutine("modechange"); } else { magicModeChange = null; } }
private float Xrot; //マウスの横軸の移動量の取得 // Use this for initialization void Start() { canattack = false; bulletSpeed = 10f; wait = 1.0f; change = gameObject.GetComponent <MagicModeChange>(); status = GetComponent <UnitStatus>(); verRot = GetComponent <Transform>(); //sensitivity = 1.5f; }
IEnumerator comp(GameObject enemy) { yield return(new WaitForSeconds(1f)); MagicModeChange magicModeChange = enemy.GetComponent <MagicModeChange>(); Debug.Log(magicModeChange.attacking); MagicHealMode magicHealMode = enemy.GetComponent <MagicHealMode>(); magicHealMode.circle.enabled = true; HealRenderer healRenderer = enemy.GetComponent <HealRenderer>(); healRenderer.lineRenderer.enabled = true; }
} //敵の魔法兵のカウント // Use this for initialization void Start() { Enemy = new GameObject[10]; Player = new GameObject[10]; Enecount = 1; int i = 0; //Enemyの配列のカウント int j = 0; //EnemyKindの配列のカウント int size = 2; //配列のサイズ float vx = -3f; //ユニットを生成するx軸の位置 float vy = 1f; //ユニットを生成するy軸の位置 Vector3 unitPos = new Vector3(vx, vy, 0f); //生成するユニットの位置 while (Enemy[9] == null) { vy = 2f; while (i < size) { unitPos = new Vector3(vx, vy, 0f); //生成するユニットの位置 Enemy[i] = Instantiate(EnemyKind[j], unitPos, Quaternion.Euler(0f, 0f, 180f)) as GameObject; //プレイヤーの方を向き生成 //Enemy[i].AddComponent<enemyUnitMove>(); //敵が移動できるようにする enemyUnitMove move = Enemy[i].GetComponent <enemyUnitMove>(); move.unitTag = i + 1; UnitStatus unitStatus = Enemy[i].GetComponent <UnitStatus>(); unitStatus.unitCheck = false; if (size == 10) { MagicModeChange modeChange = Enemy[i].GetComponent <MagicModeChange>(); if (modeChange != null) { //modeChange.attacking = true; } //StartCoroutine(comp(Enemy[i])); } vy += 1.5f; i++; } vx += 1.5f; i = size; size += 2; j++; } i = 0; j = 0; size = 2; vx = -3f; while (Player[9] == null) { vy = -3f; while (i < size) { unitPos = new Vector3(vx, vy, 0f); //生成するユニットの位置 Player[i] = Instantiate(PlayerKind[j], unitPos, Quaternion.identity) as GameObject; if (size == 10) { MagicModeChange modeChange = Player[i].transform.Find("Ui&Unit/unit").gameObject.GetComponent <MagicModeChange>(); if (modeChange != null) { modeChange.attacking = true; } //StartCoroutine(comp(Player[i])); } vy -= 1.5f; i++; } vx += 1.5f; i = size; size += 2; j++; } }