コード例 #1
0
    void Kinesis()
    {
        // 浮く場所向かい、ふわふわする処理
        count_++;
        const float MOVE_SPEED        = 5.0f;
        var         move_value        = float_pos_ - transform.position;
        var         move_value_normal = move_value.normalized;

        transform.position = Vector3.MoveTowards(transform.position, float_pos_, Time.deltaTime * MOVE_SPEED);

        const float COUNT_SPEED_ = 0.1f;
        const float SIN_VALUE_   = 0.05f;
        var         y            = Mathf.Sin(count_ * COUNT_SPEED_) * SIN_VALUE_;

        transform.position += new Vector3(0.0f, y, 0.0f);

        transform.eulerAngles = Vector3.zero;

        // 制限時間を超えたら浮かせるの止める
        if (count_ > float_second_)
        {
            patern_ = Patern.NORMAL;
            GetComponent <Rigidbody>().useGravity = true;
            count_        = RESET_;
            halo_.enabled = false;
        }
    }
コード例 #2
0
ファイル: AttackBoss.cs プロジェクト: uedaryota/iijimahan3
    // Start is called before the first frame update


    void Start()
    {
        hp          = gameObject.GetComponent <BossHp>();
        audioSource = GetComponent <AudioSource>();
        patern      = Patern.First;
        updown      = LaserUpDown.Up;
    }
コード例 #3
0
    public void ShootOn()
    {
        if (Patern.KINESIS == patern_) {
            patern_ = Patern.SHOOT;
            GetComponent<Rigidbody>().useGravity = true;
            count_ = RESET_;

            // ベジェ曲線必要な座標3点を設定
            bezier_pos_[0] = transform.position;
            Vector3 offset = BezierMiddleOffset;
            Vector3 middle = (transform.position - tubo_obj_.transform.position) / 2.0f;
            bezier_pos_[1] = middle + offset;
            bezier_pos_[2] = tubo_obj_.transform.position;
        }
    }
コード例 #4
0
    public void ShootOn()
    {
        if (Patern.KINESIS == patern_)
        {
            patern_ = Patern.SHOOT;
            GetComponent <Rigidbody>().useGravity = true;
            count_ = RESET_;

            // ベジェ曲線必要な座標3点を設定
            bezier_pos_[0] = transform.position;
            Vector3 offset = BezierMiddleOffset;
            Vector3 middle = (transform.position - tubo_obj_.transform.position) / 2.0f;
            bezier_pos_[1] = middle + offset;
            bezier_pos_[2] = tubo_obj_.transform.position;
        }
    }
コード例 #5
0
    void Shoot()
    {
        // 鍋に突っ込ませる処理
        const float EASE_MAX       = 1.0f;
        const float EASE_MIN       = 0.0f;
        const float EASE_TOTALTIME = 2.0f;

        ease_count_       += shoot_speed_;
        count_             = (float)OutQuint(ease_count_, EASE_TOTALTIME, EASE_MAX, EASE_MIN);
        transform.position = Bezier(count_, bezier_pos_);

        if (count_ > EASE_MAX)
        {
            patern_       = Patern.NORMAL;
            count_        = RESET_;
            ease_count_   = RESET_;
            halo_.enabled = false;
        }
    }
コード例 #6
0
 public void KinesisuOn()
 {
     patern_       = Patern.KINESIS;
     halo_.enabled = true;
     GetComponent <Rigidbody>().useGravity = false;
 }
コード例 #7
0
        private void button2_Click(object sender, EventArgs e)
        {
            Patern obj2 = new Patern("ltapia", "ltapia", "DLMAC");

            obj2.updateUD01();
        }
コード例 #8
0
        private void button1_Click(object sender, EventArgs e)
        {
            Patern obj = new Patern("ltapia", "ltapia", "DLMAC");

            obj.insertUD01();
        }
コード例 #9
0
    void Kinesis()
    {
        // 浮く場所向かい、ふわふわする処理
        count_++;
        const float MOVE_SPEED = 5.0f;
        var move_value = float_pos_ - transform.position;
        var move_value_normal = move_value.normalized;
        transform.position = Vector3.MoveTowards(transform.position,float_pos_,Time.deltaTime * MOVE_SPEED);

        const float COUNT_SPEED_ = 0.1f;
        const float SIN_VALUE_ = 0.05f;
        var y = Mathf.Sin (count_ * COUNT_SPEED_) * SIN_VALUE_;
        transform.position += new Vector3(0.0f, y, 0.0f);

        transform.eulerAngles = Vector3.zero;

        // 制限時間を超えたら浮かせるの止める
        if(count_ > float_second_){
            patern_ = Patern.NORMAL;
            GetComponent<Rigidbody>().useGravity = true;
            count_ = RESET_;
            halo_.enabled = false;
        }
    }
コード例 #10
0
 public void KinesisuOn()
 {
     patern_ = Patern.KINESIS;
     halo_.enabled = true;
     GetComponent<Rigidbody>().useGravity = false;
 }
コード例 #11
0
    void Shoot()
    {
        // 鍋に突っ込ませる処理
        const float EASE_MAX = 1.0f;
        const float EASE_MIN = 0.0f;
        const float EASE_TOTALTIME = 2.0f;
        ease_count_ += shoot_speed_;
        count_ = (float)OutQuint(ease_count_, EASE_TOTALTIME, EASE_MAX, EASE_MIN);
        transform.position = Bezier(count_, bezier_pos_);

        if(count_ > EASE_MAX){
            patern_ = Patern.NORMAL;
            count_ = RESET_;
            ease_count_ = RESET_;
            halo_.enabled = false;
        }
    }
コード例 #12
0
ファイル: AttackBoss.cs プロジェクト: uedaryota/iijimahan3
    // Update is called once per frame
    void Update()
    {
        if (Time.timeScale <= 0)
        {
            return;
        }
        if (hp.Hp <= 0)
        {
            return;
        }
        if (GameObject.FindGameObjectWithTag("Boss") == null)
        {
            Destroy(gameObject);
        }

        if (GetComponent <BossMove>().nowact() == BossMove.MoveAction.Normal)
        {
            GetComponent <BossMove>().action = BossMove.MoveAction.Action1;
        }
        if (GetComponent <BossMove>().nowact() == BossMove.MoveAction.End)
        {
            GetComponent <BossMove>().action = BossMove.MoveAction.Action1;
        }
        if (GetComponent <BossMove>().nowact() == BossMove.MoveAction.Action1)
        {
            Cnt++;
            switch (patern)
            {
            case Patern.First:
            {
                if (Cnt * Time.deltaTime > 1)
                {
                    audioSource.PlayOneShot(BulletSE);
                    //GameObject.FindGameObjectWithTag("Boss").GetComponent<BossBulletManager>().FBulletFactory[0].CreateBullet4(transform.position, 3);
                    // GameObject.FindGameObjectWithTag("Boss").GetComponent<BossBulletManager>().FBulletFactory[0].CreateBullet(transform.position, 2);
                    for (int i = 0; i < 3; i++)
                    {
                        GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet5(transform.position, 3);
                        GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet2(transform.position, 2);
                    }
                    Cnt = 0;
                    Cnt2++;
                    GetComponent <BossMove>().action = BossMove.MoveAction.Action1;
                }
                if (Cnt2 > 10)
                {
                    GameObject gmobj = Instantiate(gaugebullet) as GameObject;
                    gmobj.GetComponent <ReverseBullet>().SetPosition(this.transform.position);
                    gmobj.GetComponent <ReverseBullet>().SetGaugeFlag(true);
                    Cnt2 = 0;
                    GetComponent <BossMove>().action = BossMove.MoveAction.AttackMove;
                }

                if (GetComponent <BossHp>().GetHp() < GetComponent <BossHp>().GetMaxHp() * 0.8 && patern == Patern.First)
                {
                    patern = Patern.Second;
                }
                break;
            }

            case Patern.Second:    //レーザー主体
            {
                if (Cnt * Time.deltaTime > 2)
                {
                    audioSource.PlayOneShot(BulletSE);
                    //GameObject.FindGameObjectWithTag("Boss").GetComponent<BossBulletManager>().FBulletFactory[0].CreateBullet4(transform.position, 3);
                    // GameObject.FindGameObjectWithTag("Boss").GetComponent<BossBulletManager>().FBulletFactory[0].CreateBullet(transform.position, 2);
                    for (int i = 0; i < 1; i++)
                    {
                        GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet5(transform.position, 3);
                        switch (updown)
                        {
                        case LaserUpDown.Up:
                            GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet7Up(transform.position, 2);
                            updown = LaserUpDown.Normal;
                            break;

                        case LaserUpDown.Normal:
                            GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet7(transform.position, 2);
                            updown = LaserUpDown.Down;
                            break;

                        case LaserUpDown.Down:
                            GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet7Down(transform.position, 2);
                            updown = LaserUpDown.Up;
                            break;
                        }
                    }
                    Cnt = 0;
                    Cnt2++;
                    Cnt3++;
                    GetComponent <BossMove>().action = BossMove.MoveAction.Action1;
                }
                if (Cnt3 > 2.5f)
                {
                    Cnt3 = 0;
                }
                if (Cnt2 > 5)
                {
                    Cnt2 = 0;
                    GameObject gmobj = Instantiate(gaugebullet) as GameObject;
                    gmobj.GetComponent <ReverseBullet>().SetPosition(this.transform.position);
                    gmobj.GetComponent <ReverseBullet>().SetGaugeFlag(true);
                    GetComponent <BossMove>().action = BossMove.MoveAction.AttackMove;
                }
                if (GetComponent <BossHp>().GetHp() < GetComponent <BossHp>().GetMaxHp() * 0.6 && patern == Patern.Second)
                {
                    patern = Patern.Therd;
                }
                break;
            }

            case Patern.Therd:    //弾幕三種守り
            {
                if (Cnt * Time.deltaTime > 1)
                {
                    audioSource.PlayOneShot(BulletSE);
                    //GameObject.FindGameObjectWithTag("Boss").GetComponent<BossBulletManager>().FBulletFactory[0].CreateBullet4(transform.position, 3);
                    // GameObject.FindGameObjectWithTag("Boss").GetComponent<BossBulletManager>().FBulletFactory[0].CreateBullet(transform.position, 2);
                    for (int i = 0; i < 3; i++)
                    {
                        GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet2(transform.position, 2);
                    }
                    GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet5(transform.position, 3);
                    GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet4(transform.position, 1);
                    GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet(transform.position, 1);
                    Cnt = 0;
                    Cnt2++;
                    GetComponent <BossMove>().action = BossMove.MoveAction.Action1;
                }
                if (Cnt2 > 10)
                {
                    GameObject gmobj = Instantiate(gaugebullet) as GameObject;
                    gmobj.GetComponent <ReverseBullet>().SetPosition(this.transform.position);
                    gmobj.GetComponent <ReverseBullet>().SetGaugeFlag(true);
                    Cnt2 = 0;
                    GetComponent <BossMove>().action = BossMove.MoveAction.AttackMove;
                }
                if (GetComponent <BossHp>().GetHp() < GetComponent <BossHp>().GetMaxHp() * 0.4 && patern == Patern.Therd)
                {
                    patern = Patern.Force;
                }
                break;
            }

            case Patern.Force:    //弾幕三種守り+レーザーも追加
            {
                if (Cnt * Time.deltaTime > 2)
                {
                    audioSource.PlayOneShot(BulletSE);
                    //GameObject.FindGameObjectWithTag("Boss").GetComponent<BossBulletManager>().FBulletFactory[0].CreateBullet4(transform.position, 3);
                    // GameObject.FindGameObjectWithTag("Boss").GetComponent<BossBulletManager>().FBulletFactory[0].CreateBullet(transform.position, 2);
                    for (int i = 0; i < 3; i++)
                    {
                        GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet2(transform.position, 2);
                    }
                    GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet5(transform.position, 3);
                    GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet4(transform.position, 1);

                    GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet(transform.position, 1);
                    Cnt = 0;
                    Cnt2++;
                    GetComponent <BossMove>().action = BossMove.MoveAction.Action1;
                }
                if (Cnt3 > 2)
                {
                    switch (updown)
                    {
                    case LaserUpDown.Up:
                        GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet7Up(transform.position, 2);
                        updown = LaserUpDown.Normal;
                        break;

                    case LaserUpDown.Normal:
                        GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet7(transform.position, 2);
                        updown = LaserUpDown.Down;
                        break;

                    case LaserUpDown.Down:
                        GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet7Down(transform.position, 2);
                        updown = LaserUpDown.Up;
                        break;
                    }
                    Cnt3 = 0;
                }
                if (Cnt2 > 10)
                {
                    GameObject gmobj = Instantiate(gaugebullet) as GameObject;
                    gmobj.GetComponent <ReverseBullet>().SetPosition(this.transform.position);
                    gmobj.GetComponent <ReverseBullet>().SetGaugeFlag(true);
                    Cnt2 = 0;
                    GetComponent <BossMove>().action = BossMove.MoveAction.AttackMove;
                }
                if (GetComponent <BossHp>().GetHp() < GetComponent <BossHp>().GetMaxHp() * 0.2 && patern == Patern.Force)
                {
                    patern = Patern.Five;
                }
                break;
            }

            case Patern.Five:    //弾幕三種守り+レーザーも追加、ついでにシンプルに通常弾幕を増やす
            {
                if (Cnt * Time.deltaTime > 1)
                {
                    audioSource.PlayOneShot(BulletSE);
                    //GameObject.FindGameObjectWithTag("Boss").GetComponent<BossBulletManager>().FBulletFactory[0].CreateBullet4(transform.position, 3);
                    // GameObject.FindGameObjectWithTag("Boss").GetComponent<BossBulletManager>().FBulletFactory[0].CreateBullet(transform.position, 2);
                    for (int i = 0; i < 9; i++)
                    {
                        GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet2(transform.position, 2);
                    }
                    GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet5(transform.position, 3);
                    GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet4(transform.position, 1);

                    GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet(transform.position, 1);
                    Cnt = 0;
                    Cnt2++;
                    Cnt3++;
                    GetComponent <BossMove>().action = BossMove.MoveAction.Action1;
                }
                if (Cnt3 > 5)
                {
                    switch (updown)
                    {
                    case LaserUpDown.Up:
                        GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet7Up(transform.position, 2);
                        updown = LaserUpDown.Normal;
                        break;

                    case LaserUpDown.Normal:
                        GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet7(transform.position, 2);
                        updown = LaserUpDown.Down;
                        break;

                    case LaserUpDown.Down:
                        GameObject.FindGameObjectWithTag("Boss").GetComponent <BossBulletManager>().FBulletFactory[0].CreateBullet7Down(transform.position, 2);
                        updown = LaserUpDown.Up;
                        break;
                    }
                    Cnt3 = 0;
                }
                if (Cnt2 > 10)
                {
                    GameObject gmobj = Instantiate(gaugebullet) as GameObject;
                    gmobj.GetComponent <ReverseBullet>().SetPosition(this.transform.position);
                    gmobj.GetComponent <ReverseBullet>().SetGaugeFlag(true);
                    Cnt2 = 0;
                    GetComponent <BossMove>().action = BossMove.MoveAction.AttackMove;
                }
                break;
            }
            }
        }
    }