/// <summary>
    /// ゲーム終了時処理
    /// </summary>
    public void GameEnd()
    {
        TargetTransform.Clear();
        TargetTransform.Add(City.Instance.transform);

        startOrthoSize     = CameraComp.orthographicSize;
        endOrthoSize       = 1.8f;
        isEndProduceActive = true;

        StartCoroutine(GameObjectExtensions.LoopMethod(2f, ProduceLoop, ProduceEnd));
    }
예제 #2
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    /// <summary>
    /// 外周へ逃げていく
    /// </summary>
    virtual protected void EscapeToOutside()
    {
        // 逃走モードへ
        AnimationRunAway();
        IsEscape = true;
        print("逃げた");

        NowTarget = RunAwayRelayPointManager.Instance.GetNearPoint(transform.position);

        RotateToTarget(NowTarget, 90f);
        MoveSpeed = MoveSpeed * 7;
        StartCoroutine(GameObjectExtensions.LoopMethod(1f, LoopScaleMin));
    }
예제 #3
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    //========================================================================================
    //                                     public
    //========================================================================================

    /// <summary>
    /// 炎発射
    /// </summary>
    /// <param name="startPos"></param>
    /// <param name="TargetPos"></param>
    public void     StartFire(Vector3 startPos, Vector3 TargetPos)
    {
        transform.position = startPos;
        Vec3Comp           = new Vector3Complession(startPos, TargetPos);

        var hit = GetComponentInChildren <HitSeriesofAction>();

        hit.Initialize(this.gameObject);
        hit.Activate();

        FireUpdateCort = GameObjectExtensions.LoopMethod(MaxLandingTime, PositionMove, PositionMoveEnd);
        StartCoroutine(FireUpdateCort);
    }
예제 #4
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    /// <summary>
    /// 街へ逃げていく
    /// </summary>
    virtual protected void EscapeToCity()
    {
        // 逃走モードへ
        AnimationRunAway();
        IsEscape = true;
        print("街に行った");

        NowTarget = City.Instance.transform;

        RotateToTarget(NowTarget, 90f);
        MoveSpeed = MoveSpeed * 7;
        StartCoroutine(GameObjectExtensions.LoopMethod(1f, LoopScaleMin));
        GetComponent <CapsuleCollider>().isTrigger = true;
    }