コード例 #1
0
        private void StartInvokes()
        {
            Vector2 min1 = Camera.main.ViewportToWorldPoint(new Vector2(.3f, .3f));
            Vector2 max1 = Camera.main.ViewportToWorldPoint(new Vector2(.6f, .6f));

            MultiTargets t  = TargetPosition0.GetComponent <MultiTargets>();
            MultiTargets t1 = TargetPosition1.GetComponent <MultiTargets>();
            MultiTargets t2 = TargetPosition2.GetComponent <MultiTargets>();

            t.setSet(false);
            t1.setSet(false);
            t2.setSet(false);
            t.setDone(false);
            t1.setDone(false);
            t2.setDone(false);

            t.setTargetVector(new Vector2(playerPos.transform.position.x + 3f, Random.Range(min1.y, max1.y)));
            t1.setTargetVector(new Vector2(Random.Range(min1.x, max1.x), playerPos.transform.position.y + 3f));
            t2.setTargetVector(new Vector2(playerPos.transform.position.x + 4.5f, playerPos.transform.position.x + 1.5f));

            StartCoroutine(wait());
        }
コード例 #2
0
    void StartInvokes()
    {
        Vector2 min1 = Camera.main.ViewportToWorldPoint(new Vector2(0, 0f));
        Vector2 max1 = Camera.main.ViewportToWorldPoint(new Vector2(1, .65f));

        MultiTargets t  = TargetPosition0.GetComponent <MultiTargets>();
        MultiTargets t1 = TargetPosition1.GetComponent <MultiTargets>();
        MultiTargets t2 = TargetPosition2.GetComponent <MultiTargets>();

        t.setSet(false);
        t1.setSet(false);
        t2.setSet(false);
        t.setDone(false);
        t1.setDone(false);
        t2.setDone(false);

        t.setTargetVector(new Vector2(Random.Range(min1.x, max1.x), Random.Range(min1.y, max1.y)));
        t1.setTargetVector(new Vector2(Random.Range(min1.x, max1.x), Random.Range(min1.y, max1.y)));
        t2.setTargetVector(new Vector2(Random.Range(min1.x, max1.x), Random.Range(min1.y, max1.y)));

        StartCoroutine(wait());
    }
コード例 #3
0
    IEnumerator wait()
    {
        MultiTargets t  = TargetPosition0.GetComponent <MultiTargets>();
        MultiTargets t1 = TargetPosition1.GetComponent <MultiTargets>();
        MultiTargets t2 = TargetPosition2.GetComponent <MultiTargets>();

        yield return(new WaitUntil(() => t.getDone() && t1.getDone() && t2.getDone()));

        yield return(new WaitForSeconds(2f));

        fire();
        yield return(new WaitForSeconds(5f));

        t.setDone(false);
        t1.setDone(false);
        t2.setDone(false);


        t.setSet(true);
        t1.setSet(true);
        t2.setSet(true);
    }
コード例 #4
0
        private IEnumerator wait()
        {
            MultiTargets t  = TargetPosition0.GetComponent <MultiTargets>();
            MultiTargets t1 = TargetPosition1.GetComponent <MultiTargets>();
            MultiTargets t2 = TargetPosition2.GetComponent <MultiTargets>();

            yield return(new WaitUntil(() => t.getDone() && t1.getDone() && t2.getDone()));

            InvokeRepeating("AutoFireMissiles", 0f, autoFireInterval);
            yield return(new WaitForSeconds(5f));

            CancelInvoke("AutoFireMissiles");
            yield return(new WaitForSeconds(5f));

            t.setDone(false);
            t1.setDone(false);
            t2.setDone(false);


            t.setSet(true);
            t1.setSet(true);
            t2.setSet(true);
        }