예제 #1
0
    /// <summary>
    /// 単発発射処理
    /// </summary>
    void SingleShot()
    {
        marble = Instantiate(modelMarble, this.transform.position, this.transform.rotation);
        PlayerShotManager shotmanager = marble.GetComponent <PlayerShotManager>();

        shotmanager.Create(defaultShotCurve, shotSpeed);
    }
예제 #2
0
    void shot()
    {
        marble = Instantiate(modelMarble, this.transform.position, this.transform.rotation);
        PlayerShotManager shotmanager = marble.GetComponent <PlayerShotManager>();

        shotmanager.Create(shotCurve, shotSpeed);
        waitingTime = 50.0f;
        fireflag    = false;
    }
예제 #3
0
    virtual protected void Shot()
    {
        marble = Instantiate(modelMarble, this.transform.position, this.transform.rotation);
        PlayerShotManager shotmanager = marble.GetComponent <PlayerShotManager>();

        shotmanager.Create(defaultShotCurve, defaultShotSpeed);

        // 発射後処理
        AfterShot();
    }
예제 #4
0
    protected override void Shot()
    {
        marble = Instantiate(modelMarble, this.transform.position, this.transform.rotation);
        PlayerShotManager shotmanager = marble.GetComponent <PlayerShotManager>();

        shotSpeed = defaultShotSpeed;

        if (base.ChargeLevel == 1)
        {
            // 特殊技
            Charge1Shot();
        }
        else if (base.ChargeLevel == 2)
        {
            // 必殺技
            Charge2Shot();
        }

        shotmanager.Create(defaultShotCurve, shotSpeed);

        // 発射後処理
        base.AfterShot();
    }