//緑米弾4発つなげてうつ private void Shoot_Connect_Green_Bullet(float speed, float angle) { List <GameObject> bullet_List = new List <GameObject>(); _shoot.Set_Bullet_Pool(pool_Manager.Get_Pool(green_Rice_Bullet), null); for (int i = 0; i < 4; i++) { GameObject b = _shoot.Turn_Shoot_Bullet(speed - i * 5, angle, 7.0f); bullet_List.Add(b); } //減速 _bullet_Acc.Accelerat_Bullet(bullet_List, 0.97f, 0.3f); }
private IEnumerator Shoot_Bullet() { while (true) { _gravitate_Player.enabled = true; yield return(new WaitForSeconds(1.0f)); //予備動作 StartCoroutine("Blink"); _gravitate_Player.enabled = false; GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0); yield return(new WaitForSeconds(1.2f)); //ショット _shoot.Set_Bullet_Pool(bullet_Pool, null); _shoot.Odd_Num_Shoot(1, 0, 50f, 10); UsualSoundManager.Instance.Play_Shoot_Sound(); yield return(new WaitForSeconds(0.8f)); _gravitate_Player.enabled = true; yield return(new WaitForSeconds(4.0f)); } }
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)); } }