// 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; }
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>(); }
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; }