// Use this for initialization void Start() { //オブジェクトプール pool_Manager = ObjectPoolManager.Instance; pool_Manager.Create_New_Pool(scales_Bullet, 10); pool_Manager.Create_New_Pool(green_Rice_Bullet, 40); pool_Manager.Create_New_Pool(red_Bullet, 2); //取得 player = GameObject.FindWithTag("PlayerTag"); _shoot = GetComponent <ShootFunction>(); _bullet_Acc = GetComponent <BulletAccelerator>(); }
private IEnumerator Shoot_Cor() { ShootFunction _shoot = GetComponent <ShootFunction>(); ObjectPool pool = ObjectPoolManager.Instance.Get_Pool(bullet); _shoot.Set_Bullet_Pool(pool, null); while (true) { yield return(new WaitForSeconds(1.5f)); if (GetComponent <Renderer>().isVisible) { UsualSoundManager.Instance.Play_Shoot_Sound(); _shoot.Diffusion_Bullet(8, 60f, 0, 10f); _shoot.Diffusion_Bullet(8, 55f, 4f, 10f); _shoot.Diffusion_Bullet(8, 55f, -4f, 10f); } yield return(new WaitForSeconds(2.7f)); } }
//private void GameStarted() //{ // this.EquipWeaponDirect(WeaponDatabase.instance.GenerateWeapon()); //} public void EquipWeaponByName(string name) { currentWeapon = WeaponDatabase.instance.GetWeaponByName(name); WeaponStruct.Type wepType = currentWeapon.wepType; switch (wepType) { case WeaponStruct.Type.Pistol: shootFunction = new ShootFunction(StandardGun); break; case WeaponStruct.Type.Rifle: shootFunction = new ShootFunction(Rifle); break; case WeaponStruct.Type.ShotGun: shootFunction = new ShootFunction(ShotGun); break; case WeaponStruct.Type.MachineGun: shootFunction = new ShootFunction(MachineGun); break; } }
public void EquipWeaponDirect(WeaponStruct wep) { currentWeapon = wep; WeaponStruct.Type wepType = currentWeapon.wepType; if (wepType != WeaponStruct.Type.Pistol) { if (wepType != WeaponStruct.Type.ShotGun) { if (wepType == WeaponStruct.Type.Rifle) { shootFunction = new ShootFunction(Rifle); } } else { shootFunction = new ShootFunction(ShotGun); } } else { shootFunction = new ShootFunction(MachineGun); } }
private void Awake() { //取得 _gravitate_Player = GetComponent <GravitatePlayer>(); _shoot = GetComponent <ShootFunction>(); }