private IEnumerator Shoot_Cor() { ShootSystem _shoot = GetComponent <ShootSystem>(); Renderer _renderer = GetComponent <Renderer>(); if (_shoot == null) { yield break; } yield return(new WaitForSeconds(start_Time)); if (loop_Count < 0) { loop_Count = 100; } for (int i = 0; i < loop_Count; i++) { if (_renderer == null) { _shoot.Shoot(); UsualSoundManager.Instance.Play_Shoot_Sound(); } else if (_renderer.isVisible) { _shoot.Shoot(); UsualSoundManager.Instance.Play_Shoot_Sound(); } yield return(new WaitForSeconds(span)); } }
void Start() { _move = GetComponent <MoveMotion>(); _shoot = GetComponentInChildren <ShootSystem>(); StartCoroutine("Action_Cor"); }
//バブルショット用 private IEnumerator Bubble_Shoot_Cor() { if (player == null) { yield break; } int num = 15; float span = 0.1f; //ショットの向き int direction = (transform.position.x - player.transform.position.x).CompareTo(0); if (direction == 0) { direction = 1; } transform.localScale = new Vector3(direction, 1, 1); ShootSystem shoot = (direction > 0) ? bubble_Shoot_Left : bubble_Shoot_Right; yield return(new WaitForSeconds(1.0f)); //ショット _anim.SetBool("OpenMouseBool", true); for (int i = 0; i < num; i++) { shoot.max_Speed = Random.Range(15f, 130f); shoot.Shoot(); yield return(new WaitForSeconds(span - Time.deltaTime)); } _anim.SetBool("OpenMouseBool", false); }
private IEnumerator Wing_Shoot_Cor() { //変数取得 GameObject player = GameObject.FindWithTag("PlayerTag"); AngleCalculater AC = new AngleCalculater(); ShootSystem[,] shoots = new ShootSystem[5, 2]; for (int i = 0; i < 5; i++) { shoots[i, 0] = wing_Shoot_Obj.transform.GetChild(i).GetComponents <ShootSystem>()[0]; shoots[i, 1] = wing_Shoot_Obj.transform.GetChild(i).GetComponents <ShootSystem>()[1]; } //ショット while (true) { float angle = AC.Cal_Angle_Two_Points(transform.position, player.transform.position); for (int i = 0; i < 5; i++) { shoots[i, 0].center_Angle_Deg = angle - 80; shoots[i, 1].center_Angle_Deg = angle + 80; shoots[i, 0].Shoot(); shoots[i, 1].Shoot(); } yield return(new WaitForSeconds(3.4f)); } }
// Start is called before the first frame update void Start() { _ShootSystem = ShootSystemFactory.Create(this); _InputSystem = new InputManager(); _InputSystem.Player.ChooseDirection.performed += RotateGun; _InputSystem.Enable(); cam = Camera.main; }
void Start() { ssystem = GetComponent <ShootSystem>(); velocity = new Vector2(speedWalk, 0.0f); velocityFall = new Vector2(0, speedFall); animator = transform.gameObject.GetComponent <Animator>(); rigidbody2d = transform.gameObject.GetComponent <Rigidbody2D>(); }
void Start() { //取得 player = GameObject.FindWithTag("PlayerTag"); main_Camera = GameObject.FindWithTag("MainCamera"); _rigid = GetComponent <Rigidbody2D>(); _gravitate = GetComponent <GravitatePlayer>(); _move = GetComponent <MoveConstTime>(); _shoot = GetComponentInChildren <ShootSystem>(); _gravitate.enabled = false; }
protected override void Start() { base.Start(); switch (CurrUseMode) { case UseMode.Shoot: SS_script = GameObject.Find("ShootSystem").GetComponent <ShootSystem>(); break; } selected_button = 0; }
void Start() { MyExtensionMethods.InitAudio(ref shootSound, StringNamesInfo.FIRE_SOUND); MyExtensionMethods.InitAudio(ref deniedSound, StringNamesInfo.DENIED_SOUND); if (!whatToControll) { return; } #region CACHE_COMPONENTS controllGun = whatToControll.GetComponent <BuildGunScript>().ControllGunSystem; controllShoot = whatToControll.GetComponent <BuildGunScript>().ShootSystem; #endregion Slider rotateController = GameObject.Find(StringNamesInfo.ROTATEGUNCONTROLLER_name).GetComponent <Slider>(); rotateController.value = 90.0f; rotateController.minValue = controllGun.MinAngle; rotateController.maxValue = controllGun.MaxAngle; rotateController.onValueChanged.AddListener(delegate { controllGun.RotateGun(rotateController.value); }); StartCoroutine(LateStart()); }
void Awake() { baseSprite = GunRendererScript.baseSprite[GunRendererScript.indexToSet]; barrelSprite = GunRendererScript.barrelSprite[GunRendererScript.indexToSet]; if (baseSprite) { transform.GetComponentInParent <SpriteRenderer>().sprite = baseSprite; } if (barrelSprite) { transform.GetComponentInChildren <SpriteRenderer>().sprite = barrelSprite; } gunStats = GunStats.Instance; shootSystem = transform.FindChild("FirePoint").GetComponent <ShootSystem>(); shootSystem.ToInstantiate = toInstatiate; shootSystem.AttackRate = (float)gunStats.AttackRate; shootSystem.AmmoStats = gunStats.AmmoStats; shootSystem.transform.localPosition = new Vector2(barrelSprite.rect.height / (Mathf.Abs(transform.parent.position.y)), 0.0f); controllGunSystem = transform.GetComponent <ControllGunSystem>(); controllGunSystem.MinAngle = (float)gunStats.MinAngle; controllGunSystem.MaxAngle = (float)gunStats.MaxAngle; }
public override void OnInspectorGUI() { ShootSystem obj = target as ShootSystem; //コメント obj.comment = EditorGUILayout.TextField("Comment", obj.comment); //基本設定 obj.play_On_Awake = EditorGUILayout.Toggle("PlayOnAwake", obj.play_On_Awake); obj.bullet = (GameObject)EditorGUILayout.ObjectField("Bullet", obj.bullet, typeof(GameObject), false); obj.parent = (Transform)EditorGUILayout.ObjectField("Parent", obj.parent, typeof(Transform), true); obj.lifeTime = EditorGUILayout.FloatField("LifeTime", obj.lifeTime); obj.offset = EditorGUILayout.Vector2Field("Offset", obj.offset); obj.default_Shoot_Sound = EditorGUILayout.Toggle("DefaultShootSound", obj.default_Shoot_Sound); EditorGUILayout.Space(); //その他パラメータ obj.kind = (ShootSystem.KIND)EditorGUILayout.EnumPopup("Kind", obj.kind); obj.other_Param = EditorGUILayout.Foldout(obj.other_Param, "Param"); if (obj.other_Param == true) { EditorGUILayout.BeginVertical(GUI.skin.box); obj.max_Speed = EditorGUILayout.FloatField("MaxSpeed", obj.max_Speed); switch (obj.kind) { case ShootSystem.KIND.Odd: obj.num = EditorGUILayout.IntField("Num", obj.num); obj.inter_Angle_Deg = EditorGUILayout.FloatField("InterAngle_Deg", obj.inter_Angle_Deg); break; case ShootSystem.KIND.Even: obj.num = EditorGUILayout.IntField("Num", obj.num); obj.inter_Angle_Deg = EditorGUILayout.FloatField("InterAngle_Deg", obj.inter_Angle_Deg); break; case ShootSystem.KIND.Diffusion: obj.num = EditorGUILayout.IntField("Num", obj.num); obj.center_Angle_Deg = EditorGUILayout.FloatField("CenterAngle_Deg", obj.center_Angle_Deg); break; case ShootSystem.KIND.nWay: obj.num = EditorGUILayout.IntField("Num", obj.num); obj.inter_Angle_Deg = EditorGUILayout.FloatField("InterAngle_Deg", obj.inter_Angle_Deg); obj.center_Angle_Deg = EditorGUILayout.FloatField("CenterAngle_Deg", obj.center_Angle_Deg); break; case ShootSystem.KIND.Scatter: obj.shoot_Rate = EditorGUILayout.FloatField("Rate", obj.shoot_Rate); obj.center_Angle_Deg = EditorGUILayout.FloatField("CenterAngle_Deg", obj.center_Angle_Deg); obj.arc_Deg = EditorGUILayout.FloatField("Arc", obj.arc_Deg); obj.duration = EditorGUILayout.FloatField("Duration", obj.duration); break; case ShootSystem.KIND.Spiral: obj.shoot_Rate = EditorGUILayout.FloatField("Rate", obj.shoot_Rate); obj.inter_Angle_Deg = EditorGUILayout.FloatField("InterAngle_Deg", obj.inter_Angle_Deg); obj.center_Angle_Deg = EditorGUILayout.FloatField("CenterAngle_Deg", obj.center_Angle_Deg); obj.duration = EditorGUILayout.FloatField("Duration", obj.duration); break; } EditorGUILayout.Space(); obj.angle_Noise = EditorGUILayout.FloatField("AngleNoise_Deg", obj.angle_Noise); obj.speed_Noise = EditorGUILayout.FloatField("SpeedNoise", obj.speed_Noise); EditorGUILayout.EndVertical(); } EditorGUILayout.Space(); //弾の連結 obj.connect_Bullet = EditorGUILayout.Toggle("ConnectBullet", obj.connect_Bullet); if (obj.connect_Bullet) { EditorGUILayout.BeginVertical(GUI.skin.box); obj.connect_Num = EditorGUILayout.IntField("ConnectNum", obj.connect_Num); obj.speed_Diff = EditorGUILayout.FloatField("SpeedDiff", obj.speed_Diff); obj.angle_Diff = EditorGUILayout.FloatField("AngleDiff", obj.angle_Diff); EditorGUILayout.EndVertical(); } //ループ obj.looping = EditorGUILayout.Toggle("Looping", obj.looping); if (obj.looping) { EditorGUILayout.BeginVertical(GUI.skin.box); obj.loop_Count = EditorGUILayout.IntField("LoopCount", obj.loop_Count); obj.span = EditorGUILayout.FloatField("Span", obj.span); obj.center_Angle_Diff = EditorGUILayout.FloatField("Angle_Diff", obj.center_Angle_Diff); EditorGUILayout.EndVertical(); } //加速度 obj.is_Acceleration = EditorGUILayout.Toggle("VelocityOverTime", obj.is_Acceleration); if (obj.is_Acceleration) { EditorGUILayout.BeginVertical(GUI.skin.box); if (obj.velocity_Forward == null) { obj.velocity_Forward = AnimationCurve.Linear(0, 0, obj.lifeTime, 1.0f); obj.velocity_Lateral = AnimationCurve.Linear(0, 0, obj.lifeTime, 1.0f); } obj.velocity_Forward = EditorGUILayout.CurveField("Forward", obj.velocity_Forward); obj.velocity_Lateral = EditorGUILayout.CurveField("Lateral", obj.velocity_Lateral); EditorGUILayout.EndVertical(); } //描画順 obj.is_Change_Sorting_Order = EditorGUILayout.Toggle("ChangeSortingOrder", obj.is_Change_Sorting_Order); if (obj.is_Change_Sorting_Order) { obj.sorting_Order = EditorGUILayout.IntField("SortingOrder", obj.sorting_Order); obj.sorting_Order_Diff = EditorGUILayout.IntField("SortingOrder_Diff", obj.sorting_Order_Diff); } EditorUtility.SetDirty(obj); }
void Start() { _renderer = GetComponent <Renderer>(); _shoot = GetComponentInChildren <ShootSystem>(); }
public void Shoot(bool activateCallbacks = false) { ShootSystem.Shoot(activateCallbacks); AnimatorController.Shoot(); }
private bool is_Shooting = false; //Updata内で1度だけ呼ぶよう、enableをfalseにするとObjectPoolのあれこれでよくない private void Awake() { _shoot = GetComponent <ShootSystem>(); }
void Start() { hero = GameObject.FindGameObjectWithTag("Player").transform; ssystem = hero.GetComponent <ShootSystem>(); lastPoseHero = hero.position; }