コード例 #1
0
 //
 public void DownLevel()
 { // Call When CountDown End
     level -= 1;
     if ((int)level < 1)
     {
         level = 0;
     }
     SetLevelCoroutine((int)level);
 }
コード例 #2
0
 //==========================================//
 public void UpLevel()
 { // Call When Mine Activate
     level += 1;
     if ((int)level > 3)
     {
         level = NarrowLevel.THREE;
     }
     SetLevelCoroutine((int)level);
 }
コード例 #3
0
    //
    private IEnumerator SetLevel(int value)
    {
        countDownTimer = 0;
        SetLevelTimeSprite();
        SetLevelSprite(value);
        //
        level = (NarrowLevel)value;
        //
        Vector3 up_lp, up_target, up_dir, up_dirN, up_pos;
        Vector3 down_lp, down_target, down_dir, down_dirN, down_pos;
        //
        float up_target_y   = shooterStartPos - (float)level * narrowHeight;
        float down_target_y = -shooterStartPos + (float)level * narrowHeight;

        //
        {
            up_lp       = Up.transform.localPosition;
            up_target   = up_lp;
            up_target.y = up_target_y;
            up_dirN     = (up_target - up_lp).normalized;
        }
        {
            down_lp       = Down.transform.localPosition;
            down_target   = down_lp;
            down_target.y = down_target_y;
            down_dirN     = (down_target - down_lp).normalized;
        }
        //
        while (true)
        {
            {
                up_lp  = Up.transform.localPosition;
                up_dir = (up_target - up_lp);
                //
                down_lp  = Down.transform.localPosition;
                down_dir = (down_target - down_lp);
            }
            //
            if (up_dir.magnitude < 1.0f || down_dir.magnitude < 1.0f)
            {
                Up.transform.localPosition   = up_target;
                Down.transform.localPosition = down_target;
                yield break;
            }
            //
            up_pos = up_lp + up_dirN * shooterMovingSpeed * Time.deltaTime;
            Up.transform.localPosition = up_pos;
            //
            down_pos = down_lp + down_dirN * shooterMovingSpeed * Time.deltaTime;
            Down.transform.localPosition = down_pos;
            //
            yield return(null);
        }
    }