コード例 #1
0
ファイル: ShootFireBall.cs プロジェクト: realtics/team1
    public void InitShoot(bool _xFilp, DamageInfo _damageInfo)
    {
        m_audioFunction = m_audioFunction ?? GetComponent <AudioFunction>();

        bool up  = true;
        int  num = 0;

        for (int i = 0; i < 4; ++i)
        {
            GameObject   fireBallObject = ObjectPool.Inst.PopFromPool("FireBall");
            FireBallMove fireBallMove   = fireBallObject.GetComponent <FireBallMove>();
            PlayerShootAttackCollider playerShootAttackCollider = fireBallObject.GetComponent <PlayerShootAttackCollider>();

            if (i % 2 == 0)
            {
                num++;
            }

            if ((_xFilp && _damageInfo.attackForce.x < 0) || (!_xFilp && _damageInfo.attackForce.x > 0))
            {
                _damageInfo.attackForce.x = _damageInfo.attackForce.x * -1;
            }

            playerShootAttackCollider.SetDamageColliderInfo(_damageInfo.damage, "Monster", _damageInfo.attackForce, this.gameObject);
            fireBallMove.InitFireBall(this.transform.position, distance, pointCount, height, up, _xFilp, num);
            up = !up;

            fireBallObjects[i] = fireBallObject;
        }
    }
コード例 #2
0
ファイル: ShootFireBoom.cs プロジェクト: realtics/team1
    public void InitShoot(bool _xFilp, DamageInfo _damageInfo)
    {
        for (int i = 0; i < 3; ++i)
        {
            GameObject   fireBoomObject = ObjectPool.Inst.PopFromPool("FireBoom");
            FireBoomCtrl fireBoomCtrl   = fireBoomObject.GetComponent <FireBoomCtrl>();
            PlayerShootAttackCollider playerShootAttackCollider = fireBoomObject.GetComponent <PlayerShootAttackCollider>();

            if (_xFilp)
            {
                fireBoomObject.transform.position = new Vector3(this.transform.position.x + ((i + 1) * distance), this.transform.position.y, this.transform.position.z);
            }
            else
            {
                fireBoomObject.transform.position = new Vector3(this.transform.position.x - ((i + 1) * distance), this.transform.position.y, this.transform.position.z);
            }

            if ((_xFilp && _damageInfo.attackForce.x < 0) || (!_xFilp && _damageInfo.attackForce.x > 0))
            {
                _damageInfo.attackForce.x = _damageInfo.attackForce.x * -1;
            }

            playerShootAttackCollider.SetDamageColliderInfo(_damageInfo.damage, "Monster", _damageInfo.attackForce, this.gameObject, false);
            fireBoomCtrl.InitFireBoom(boomSpeed);

            fireBoomCtrls[i] = fireBoomCtrl;
        }
    }
コード例 #3
0
ファイル: ShootCrecentFlame.cs プロジェクト: realtics/team1
    private IEnumerator InitCoroutine(bool _xFilp, DamageInfo _damageInfo)
    {
        for (int i = 0; i < 6; ++i)
        {
            GameObject                crecentFlameObject        = ObjectPool.Inst.PopFromPool("CrecentFlame");
            CrecentFlameCtrl          crecentFlameCtrl          = crecentFlameObject.GetComponent <CrecentFlameCtrl>();
            PlayerShootAttackCollider playerShootAttackCollider = crecentFlameObject.GetComponent <PlayerShootAttackCollider>();

            Vector3 position = this.transform.position;

            if (i % 2 == 0)
            {
                position.x = position.x + distance + ((int)(i * 0.5f + 1) * distance * (int)(i * 0.5f));
            }
            else
            {
                position.x = position.x - distance - ((int)(i * 0.5f + 1) * distance * (int)(i * 0.5f));
            }

            crecentFlameObject.transform.position = position;

            Vector3 scale = crecentFlameObject.transform.localScale * ((int)(i * 0.5f) + 1);

            if ((i % 2 != 0 && scale.x > 0) || (i % 2 == 0 && scale.x < 0))
            {
                scale.x = scale.x * -1;
            }

            crecentFlameObject.transform.localScale = scale;

            if ((i % 2 == 0 && _damageInfo.attackForce.x < 0) || (i % 2 != 0 && _damageInfo.attackForce.x > 0))
            {
                _damageInfo.attackForce.x = _damageInfo.attackForce.x * -1;
            }

            playerShootAttackCollider.SetDamageColliderInfo(_damageInfo.damage, "Monster", _damageInfo.attackForce, this.gameObject, false);
            crecentFlameCtrl.InitCrecentFlame();
            crecentFlameCtrls[i] = crecentFlameCtrl;

            if (i % 2 == 0)
            {
                yield return(null);
            }
            else
            {
                yield return(new WaitForSeconds(createSpeed));
            }
        }
    }