private void Update() { if (MyProc.IsStay()) { return; } if (!NoaProcesser.IsStayPC(PlayerSlot.PC1) || !lastUpdateFlgPC1) { UpdateUI(pc1Canvas); } if (!NoaProcesser.IsStayPC(PlayerSlot.PC2) || !lastUpdateFlgPC2) { UpdateUI(pc2Canvas); } if (NoaProcesser.IsStayPC(PlayerSlot.PC1)) { lastUpdateFlgPC1 = true; } if (NoaProcesser.IsStayPC(PlayerSlot.PC2)) { lastUpdateFlgPC2 = true; } if (NoaProcesser.IsStayBoss()) { return; } }
protected override IEnumerator Start() { mr = GetComponent <MeshRenderer>(); MyProc.started = true; yield return(new WaitWhile(() => NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(playerSlot))); }
protected void Update() { if (MyProc.IsStay() || NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(playerSlot)) { return; } Move(); //Shot(); if (!GameManager.OutOfArea(transform.position, playerSlot, -10) && !OnStage) { OnStage = true; } if (OnStage == false) { return; } /* * if (GameManager.OutOfArea(transform.position, playerSlot, 400)) * { * Destroy(gameObject); * } */ Shot(); if (GameManager.OutOfArea(transform.position, playerSlot, 100) && OnStage) { Destroy(gameObject); } }
protected override IEnumerator Start() { Init(); MyProc.started = true; yield return(new WaitWhile(() => NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(param.playerSlot))); }
protected void Update() { if (MyProc.IsStay() || NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(playerSlot)) { return; } Move(); }
protected override IEnumerator Start() { yield return(new WaitWhile(() => PlayerManager.Inst.MyProc.IsStay())); Init(); MyProc.started = true; yield return(new WaitWhile(() => NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(player.playerSlot))); }
private void Update() { if (MyProc.IsStay() || NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(playerSlot)) { return; } offset = Mathf.Repeat(Time.time * ScrollSpeed, 1f); mr.material.SetTextureOffset("_MainTex", new Vector2(0f, offset)); }
protected override IEnumerator Start() { Init(); MyProc.started = true; yield return(new WaitWhile(() => NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(playerSlot))); while (true) { yield return(new WaitWhile(() => NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(playerSlot))); Shot(); yield return(new WaitForSeconds(0.01f)); } }
protected override IEnumerator Start() { Init(); MyProc.started = true; yield return(new WaitUntil(() => NoaProcesser.BossProc.started)); while (true) { if (NoaProcesser.IsStayBoss()) { yield return(new WaitWhile(() => NoaProcesser.IsStayBoss())); } if (NoaProcesser.IsStayPC(playerSlot)) { yield return(new WaitWhile(() => NoaProcesser.IsStayPC(playerSlot))); } InputManager(); if (state == "Skill" || state == "Skill(KeyUp)") { skill.shot(); yield return(new WaitForSeconds(0.01f));; } foreach (string key in shotManager.Keys) { if (state == key || state == key + "(KeyUp)") { if (state == key + "(KeyUp)") { Debug.Log(key + "(KeyUp)"); } shotManager[key].Shot(); continue; } else { shotManager[key].Maintenance(state); } } yield return(new WaitForSeconds(0.01f)); } }
protected void Update() { float tmpTime = 0; if (NoaProcesser.BossProc.pausing) { tmpTime = Time.time; } if (MyProc.IsStay() || NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(param.playerSlot)) { return; } if (tmpTime != 0) { pausingTime += Time.time - tmpTime; } Move(); // f:時間経過で削除 if (Time.time - (bornTime + pausingTime) >= param.lifeTime) { Destroy(gameObject); } // f:範囲外判定 foreach (Transform x in GetComponentInChildren <Transform>()) { if (GameManager.OutOfArea(x.position, player.playerSlot, 300)) { Destroy(x.gameObject); } } // f:子要素(弾)がなくなったら削除 if (transform.childCount == 0) { Destroy(this.gameObject); } }
protected void Update() { if (MyProc.IsStay() || NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(player.playerSlot)) { return; } foreach (string key in player.shotManager.Keys) { switch (player.shotManager[key].param.shotMode) { case ShotMode.SimpleShot: break; case ShotMode.ChargeShot: if (player.state == key && player.shotManager[key].CanChargeShot == false) { if (chargeEffect[0].isStopped) { foreach (ParticleSystem x in chargeEffect) { x.Play(); } changeEffectObj.gameObject.SetActive(true); } } else { changeEffectObj.gameObject.SetActive(false); foreach (ParticleSystem x in chargeEffect) { x.Stop(); } } if (player.state == key && player.shotManager[key].CanChargeShot == true) { if (chargeEffect_ready[0].isStopped) { foreach (ParticleSystem x in chargeEffect_ready) { x.Play(); } changeEffect_readyObj.gameObject.SetActive(true); } } else { changeEffect_readyObj.gameObject.SetActive(false); foreach (ParticleSystem x in chargeEffect_ready) { x.Stop(); } } break; case ShotMode.LimitShot: break; } } }