/// <summary> /// エフェクト生成 /// </summary> private void SpawnEffect() { if (isSpawn || !isMax) { return; } gameManager.SetTimeScale(100, 0.0f); maxBG.SetActive(true); FindObjectOfType <Canvas>().sortingLayerName = "Middle"; spEffectObjcts.Add(Instantiate(spEffect));//エフェクト生成 int num = spEffectObjcts.Count - 1; //生成位置設定(SPゲージの位置) Vector3 pos = FindObjectOfType <Camera>().ScreenToWorldPoint(transform.position); pos.y += 4; spEffectObjcts[num].transform.position = new Vector2(-pos.x, pos.y); //向かう座標を設定(プレイヤーの位置) SPEffect spEffect_class = spEffectObjcts[num].GetComponent <SPEffect>(); spEffect_class.SetEndPoint(player.transform.position); //二つ目は左右反転させる if (num == 1) { spEffect_class.radius *= -1; //FindObjectOfType<GameManager>().Game(false); maxBG.SetActive(true); isSpawn = true; } }
/// <summary> /// スマシュポイントエフェクト生成 /// </summary> private void SpawnSPEffect() { for (int i = 0; i < 2; i++) { GameObject effect = Instantiate(sp_effect); effect.transform.position = transform.position; GameObject smash = FindObjectOfType <SmashGage>().gameObject; Vector3 pos = FindObjectOfType <Camera>().ScreenToWorldPoint(smash.transform.position); SPEffect effect_class = effect.GetComponent <SPEffect>(); pos.y += 4; effect_class.SetEndPoint(new Vector2(-pos.x, pos.y)); if (i == 1) { effect_class.radius *= -1; } } }