void move( ) { Vector3 diff = _player.transform.position - transform.position; // 間合い if (((0 <= diff.x & diff.x <= ATTACK_RANGE_X - 2) | (0 >= diff.x & diff.x >= -ATTACK_RANGE_X + 2)) & ((0 <= diff.y & diff.y <= ATTACK_RANGE_Y - 2) | (0 >= diff.y & diff.y >= -ATTACK_RANGE_Y + 2))) { _rb.velocity = -diff.normalized * MOVE_SPEED; } else if (((0 <= diff.x & diff.x <= ATTACK_RANGE_X) | (0 >= diff.x & diff.x >= -ATTACK_RANGE_X)) & ((0 <= diff.y & diff.y <= ATTACK_RANGE_Y) | (0 >= diff.y & diff.y >= -ATTACK_RANGE_Y))) { _state = STAET.STATE_SHOT; } else { _rb.velocity = diff.normalized * MOVE_SPEED; } if (((0 <= diff.x & diff.x <= ATTACK_RANGE_X - 2) | (0 >= diff.x & diff.x >= -ATTACK_RANGE_X + 2)) & ((0 <= diff.y & diff.y <= ATTACK_RANGE_Y - 2) | (0 >= diff.y & diff.y >= -ATTACK_RANGE_Y + 2))) { _rb.velocity = -diff.normalized * MOVE_SPEED; shooting2(); } }
//private AudioSource SE_e_shooterAttack; // Use this for initialization void Start() { _shot_time = 0.0f; _state = STAET.STATE_MOVE; _player = GameObject.Find("player"); _rb = GetComponent <Rigidbody2D> (); _anim = GetComponent <Animator> (); _sound = GameObject.Find("sound").GetComponent <sound>(); //SE_e_shooterAttack = gameObject.GetComponent<AudioSource>(); }
void killed( ) { _state = STAET.STATE_DETH; GetComponent <Collider2D> ( ).isTrigger = true; double random = Random.Range(0, 100) / 100.0; if (_item && random < _drop_rate) { Instantiate(_item, transform.position, Quaternion.identity); } Destroy(gameObject, 2.0f); _skipped_dir = transform.position - _player.transform.position; _anim.SetBool("dead", true); GameObject boss = GameObject.Find("BossPop"); if (boss) { boss.gameObject.GetComponent <popBoss> ().hate(); } }
void shooting( ) { Vector3 diff = _player.transform.position - transform.position; _rb.velocity = diff.normalized * 0; _shot_time += Time.deltaTime; if (_shot_time >= 1 && !_shot) { _sound.playSE("shoter_attack"); //SE_e_shooterAttack.Play(); Instantiate(_bullet, transform.position, Quaternion.identity); _shot = true; } if (_shot_time >= 2) { _state = STAET.STATE_MOVE; //_anim.SetBool( "walk", true ); _shot_time = 0; _shot = false; } }