예제 #1
0
    public static Enemy_Missile Create(Vector2 CreatePos, float _damage)
    {
        Transform     missileTransform = Instantiate(GameAssets.instance.pfEnemyMissile, CreatePos, Quaternion.identity);
        Enemy_Missile missile          = missileTransform.GetComponent <Enemy_Missile>();

        missile.SetDamage(_damage);

        return(missile);
    }
예제 #2
0
    // 死亡時処理 消滅時に true を返す
    protected override bool DeathFunc()
    {
        if (time <= 0.0f)
        {
            this.gameObject.GetComponent <Collider2D>().enabled = false;

            // 残ったビット自爆
            for (int i = 0; i < 4; i++)
            {
                if (bitObjects[i].activeSelf)
                {
                    bitObjects[i].GetComponent <Boss_Bit>().SelfDestroy();
                }
            }

            // 残ったミサイル自爆
            GameObject[] missiles = GameObject.FindGameObjectsWithTag("Enemy");
            foreach (GameObject obj in missiles)
            {
                Enemy_Missile scr = obj.GetComponent <Enemy_Missile>();
                if (scr != null)
                {
                    scr.SelfDestroy();
                }
            }

            // スコア加算
            GameController.Instance.AddScore(scorePoint);

            // スコアテキスト表示
            Text      text    = Instantiate(scoreTextObj).GetComponent <Text>();
            ScoreText textScr = text.GetComponent <ScoreText>();
            textScr.SetScore(scorePoint);
            text.transform.SetParent(GameObject.Find("Canvas").transform, false);
            text.transform.localScale  *= 2.0f;
            text.rectTransform.position = RectTransformUtility.WorldToScreenPoint(Camera.main, this.transform.position);

            // 死亡演出コルーチン開始
            StartCoroutine(DeathDirecting());
            time = 1.0f;
        }

        if (endDeath)
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }
예제 #3
0
 // Attack 애니메이션 이벤트 함수 -> 공격 게이지 시작
 public void StartAttackGauge()
 {
     animator.speed = 0f;
     missile        = Enemy_Missile.Create(missilePoint.position, damage);
     enemyState     = EnemyState.GAUGING;
 }