IEnumerator Start() { // basescriptコンポーネントを取得 basescript = GetComponent <Basescript> (); while (true) { /*// 弾をプレイヤーと同じ位置/角度で作成 * if (way <= 1) { * Instantiate(bullet, origin.position, origin.rotation); * } * if (way == 2) { * Instantiate(bullet, origin.position, origin.rotation); * Instantiate(bullet, origin.position, origin.rotation); * * } else { * Instantiate(bullet, origin.position, origin.rotation); * Instantiate(bullet, origin.position, origin.rotation); * Instantiate(bullet, origin.position, origin.rotation); * * } * * basescript.Shot (transform);*/ // shotDelay秒待つ yield return(new WaitForSeconds(basescript.shotDelay)); } }
IEnumerator Start() { // Spaceshipコンポーネントを取得 basescript = GetComponent <Basescript> (); // ローカル座標のY軸のマイナス方向に移動する basescript.Move(transform.right * -1); //getting item procession (addshot) //addshot = GameObject.FindGameObjectWithTag("shot").GetComponent<Itemscript>(); // canShotがfalseの場合、ここでコルーチンを終了させる if (basescript.canShot == false) { yield break; } while (true) { //Debug.Log("thogh"); // 子要素を全て取得する for (int i = 0; i < transform.childCount; i++) { //Debug.Log("throgh"); Transform shotPosition = transform.GetChild(i); // ShotPositionの位置/角度で弾を撃つ basescript.Shot(shotPosition); } // shotDelay秒待つ yield return(new WaitForSeconds(basescript.shotDelay)); } }
void Start() { basescript = GetComponent <Basescript> (); GetComponent <Rigidbody2D> ().velocity = transform.right.normalized * speed; }