예제 #1
0
    // Use this for initialization
    public override void Initialize()
    {
        gameObject.tag = "Boss";

        followClass   = GetComponent <FollowPlayer>();
        distanseClass = GetComponent <DistansePlayer>();
        distanseClass.keepDistanse = farlength;

        dashClass = GetComponent <Dash>();
        dashClass.dashInterval = 0f;
        razerClass             = GetComponent <RazerShooter>();
        bulletClass            = GetComponent <CircleBulletShooter>();
        spawner     = GetComponent <EnemySpawner>();
        shootPoints = new GameObject[0];
        stanDelay   = stanTime;

        state = State.move;

        spawner.enemyRange = enemyBulletClass.bulletCount;
        enemySetCount      = enemySetTime;
        enemyNum           = 0;
        point     = new GameObject();
        point.tag = "Barrier";

        isEnemyShoot    = false;
        isEnemyShootSet = false;
    }
예제 #2
0
    private bool isStart;                    //行動開始フラグ

    /// <summary>
    /// 初期化
    /// </summary>
    public override void Initialize()
    {
        //初期加速
        rigid          = GetComponent <Rigidbody2D>();
        rigid.velocity = Vector2.zero;
        rigid.AddForce(transform.up * speed, ForceMode2D.Impulse);
        currentRV = rigid.velocity;

        bulletClass = GetComponent <CircleBulletShooter>();
        bulletClass.Stop();
        razerClass = GetComponent <RazerShooter>();
    }
예제 #3
0
    private bool isStartMove;                     //初期加速フラグ

    /// <summary>
    /// 初期化
    /// </summary>
    public override void Initialize()
    {
        StartMove();

        enemyBulletClass = GetComponent <CircleBulletShooter>();
        bulletClass      = GetComponent <BossBulletShooter>();
        dashClass        = GetComponent <Dash>();
        rotateClass      = GetComponent <Rotation>();

        dashCount   = 0;
        bulletCount = bulletTime;
    }