コード例 #1
0
ファイル: oEnemyBullet6.cs プロジェクト: YuyaHayase/GS1_Ateam
 // Use this for initialization
 void Start()
 {
     obj         = GameObject.Find("Reference"); //oBaseの入っているオブジェクトを探す
     mother      = obj.GetComponent <oBase>();
     bulletAngre = transform.localEulerAngles.z; //今の角度を取得
     i           = mother.firstangle(bulletAngre);
     //transform.rotation = Quaternion.Euler(0, 0, bulletAngre);
 }
コード例 #2
0
ファイル: oEnemyBullet6.cs プロジェクト: YuyaHayase/GS1_Ateam
    public void OnTriggerEnter2D(Collider2D other)
    {
        bulletAngre = transform.localEulerAngles.z;//今の角度を取得
        i           = mother.firstangle(bulletAngre);

        //firstangle(bulletAngre);//判定
        if (other.gameObject.tag != "damage") //弾以外に当たった時
        {
            if (count >= maxCount)            //既定の回数だけ反射していたら
            {
                Destroy(gameObject);          //オブジェクトを消す
            }
        }
        if (other.gameObject.tag == "topwall")//上の壁
        {
            count      += 1;
            bulletAngre = mother.Reflection(1, i, bulletAngre);
        }
        else if (other.gameObject.tag == "ground")//床
        {
            count      += 1;
            bulletAngre = mother.Reflection(2, i, bulletAngre);
        }
        else if (other.gameObject.tag == "leftwall")//左の壁
        {
            count      += 1;
            bulletAngre = mother.Reflection(3, i, bulletAngre);
        }
        else if (other.gameObject.tag == "rightwall")
        {
            count      += 1;
            bulletAngre = mother.Reflection(4, i, bulletAngre);
        }
        else if (other.gameObject.tag == "damage2")
        {
            Destroy(gameObject);
        }
        transform.rotation = Quaternion.Euler(0, 0, bulletAngre);
    }
コード例 #3
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.tag == "weapon")
        {
            combo.Combo();
            //x = collision.transform.position.x - transform.position.x;
            //y = collision.transform.position.y - transform.position.y;
            x = transform.position.x - collision.transform.position.x;
            y = transform.position.y - collision.transform.position.y;

            angle   = Mathf.Atan2(y, x) * Mathf.Rad2Deg;
            reflect = _oBase.firstangle(angle);

            try
            {
                Destroy(particle);
            }
            catch (System.Exception e)
            {
            }

            if (collision.transform.position.x > transform.position.x)
            {
                angle -= 180;
            }

            if (_tWeakPointParent.FlgWeakness || hpGage.Remaining <= 0.0f || (enemyName != "boss" && parent.gameObject.name != "Enemy9"))
            {
                //吹っ飛び倍率
                magnification = hitAcseel;

                //パーティクル生成
                particle                    = Instantiate(blowParticle2, parent.transform.position, Quaternion.identity);
                particle.name               = "BlowParticle";
                particle.transform.parent   = this.parent.transform;
                particle.transform.rotation = Quaternion.Euler(0, 0, angle);
            }
            else
            {
                //吹っ飛び倍率
                magnification = Weakness;

                //パーティクル生成
                particle      = Instantiate(hitParticle, parent.transform.position, Quaternion.identity);
                particle.name = "HitParticle";
                Destroy(particle, 0.2f);
            }

            x *= magnification;

            flg           = true;
            flgBlow       = true;
            box2D.enabled = false;//跳ね返ってPlayerに当たらないように
        }

        //壁や床に当たったとき反射する
        if (flgBlow)
        {
            Reflect(collision.gameObject.tag);
        }
    }