예제 #1
0
    public void ShootBolt1_Stop()
    {
        ifStopBolt1 = true;

        foreach (GameObject shotObj in shotObjs_Bolt1)
        {
            if (!shotObj.activeSelf)
            {
                break;
            }
            else
            {
                Bolt1_SubBossShootCross  crossBoltObj  = new Bolt1_SubBossShootCross();
                RotateAndShootTest       rotateBoltObj = new RotateAndShootTest();
                Bolt1_SubBoltMoveToStart subBoltMove   = new Bolt1_SubBoltMoveToStart();

                if ((crossBoltObj = shotObj.GetComponent <Bolt1_SubBossShootCross>()) != null)
                {
                    crossBoltObj.StopShooting();
                }

                if ((rotateBoltObj = shotObj.GetComponentInChildren <RotateAndShootTest>()) != null)
                {
                    rotateBoltObj.ifCanShoot = false;
                }

                if ((subBoltMove = shotObj.GetComponent <Bolt1_SubBoltMoveToStart>()) != null)
                {
                    shotObj.GetComponent <Bolt1_SubBoltMoveToStart>().HideAndDestroy();
                }
            }
        }
    }
예제 #2
0
    public void ShootBolt1_Start()
    {
        ifStopBolt1 = false;

        foreach (GameObject shotObj in shotObjs_Bolt1)
        {
            if (shotObj.activeSelf && shotObj != shotObjs_Bolt1[0])
            {
                break;
            }
            else
            {
                shotObj.SetActive(true);

                Bolt1_SubBossShootCross  crossBoltObj = new Bolt1_SubBossShootCross();
                Bolt1_SubBoltMoveToStart subBoltMove  = new Bolt1_SubBoltMoveToStart();
                RotateAndShootTest       rotateObj    = new RotateAndShootTest();

                if ((crossBoltObj = shotObj.GetComponent <Bolt1_SubBossShootCross>()) != null)
                {
                    crossBoltObj.StartShooting();
                }
                if ((subBoltMove = shotObj.GetComponent <Bolt1_SubBoltMoveToStart>()) != null)
                {
                    shotObj.GetComponent <Bolt1_SubBoltMoveToStart>().MoveToStartPos();
                }

                if ((rotateObj = shotObj.GetComponentInChildren <RotateAndShootTest>()) != null)
                {
                    rotateObj.ifCanShoot = true;
                }
            }
        }
    }
예제 #3
0
    //  子弹 1-2
    void ShootBolt_1_RotateAround()
    {
        foreach (GameObject mouthShotSpawn in mouthShotSpawns)
        {
            if (mouthShotSpawn.GetComponent <RotateAndShootTest>() == null)
            {
                //  圆周运动的散射子弹(口腔处)
                RotateAndShootTest rotate = mouthShotSpawn.AddComponent <RotateAndShootTest>() as RotateAndShootTest;

                rotate.rotateRate   = this.rotateRate_Bolt1;
                rotate.shootRate    = this.shootRate_Bolt1;
                rotate.rotateAround = mouthShotSpawn.transform;
                rotate.shotSpawn    = mouthShotSpawn.transform;
                rotate.bolt         = this.bolt2_Prefab;
                rotate.ifCanShoot   = true;
            }
            else
            {
                mouthShotSpawn.GetComponent <RotateAndShootTest>().ifCanShoot = true;
            }
        }
    }
예제 #4
0
 //  子弹2
 IEnumerator ShootBolt_2_RotateAround()
 {
     //  圆周运动的散射子弹(SL、SR、LL、LR 4根钳内部)
     foreach (GameObject shotSpawn in shotSpawnsForBolt_2)
     {
         if (shotSpawn.GetComponent <RotateAndShootTest>() == null)
         {
             RotateAndShootTest rotate = shotSpawn.AddComponent <RotateAndShootTest>() as RotateAndShootTest;
             rotate.rotateRate   = this.rotateRate_Bolt2;
             rotate.shootRate    = this.shootRate_Bolt2;
             rotate.rotateAround = shotSpawn.transform;
             rotate.shotSpawn    = shotSpawn.transform;
             rotate.bolt         = this.bolt2_Prefab;
             rotate.ifCanShoot   = true;
             yield return(new WaitForSeconds(shotSpawnDelay));
         }
         else
         {
             shotSpawn.GetComponent <RotateAndShootTest>().ifCanShoot = true;
         }
     }
 }