예제 #1
0
    // Use this for initialization
    void Start()
    {
        //子オブジェクト取得
        hpGage  = transform.FindChild("hpGage").gameObject.GetComponent <Image>();
        redGage = transform.FindChild("redGage").gameObject.GetComponent <Image>();
        //親オブジェクト取得
        parent = transform.root.gameObject;

        try
        {
            waveManagement = GameObject.Find("Wave").GetComponent <yWaveManagement>();
        }
        catch (Exception e)
        {
            print("見つからない");
        }
        //要はEnemyの時
        if (parent.name != "Canvas")
        {
            //Enemyの時、親オブジェクトのスクリプトを取得
            enemyManager = parent.GetComponent <yEnemyManager>();
            hp           = enemyManager.EnemyHP;
        }
        maxHP = hp;
    }
예제 #2
0
    IEnumerator BossAppearance()
    {
        yield return(new WaitUntil(() => flgBoss)); //flgBossがtrueになったとき

        yield return(new WaitForSeconds(1.0f));     //1.0秒待つ

        //yield return StartCoroutine("BossPerformance");//ボスが出てくる演出

        yield return(new WaitForSeconds(enemyAppearanceTime[i]));//ボス出現

        SpriteRenderer boss;

        for (int k = 0; k < enemyType.Length; k++)
        {
            if (enemyID[i] == enemyType[k].name)
            {
                boss                 = Instantiate(enemyType[k], enemyPos[i], Quaternion.identity) as SpriteRenderer;
                boss.name            = enemyID[i];
                enemyManager         = boss.GetComponent <yEnemyManager>();
                enemyManager.EnemyHP = enemyHP[i];

                break;
            }
        }

        //yield return StartCoroutine("BossPerformanceText");//ボス出現のテキスト
        yield break;
    }
예제 #3
0
파일: tEnemyFade.cs 프로젝트: thiqxis/GS1_A
    void Start()
    {
        spr       = GetComponent <SpriteRenderer>();
        spr.color = new Color(spr.color.r, spr.color.g, spr.color.b, alpha);

        enemyManager   = transform.parent.GetComponent <yEnemyManager>();
        waveManagement = GameObject.Find("Wave").GetComponent <yWaveManagement>();
        parent         = transform.root.gameObject;
    }
예제 #4
0
    // Use this for initialization
    void Start()
    {
        particle = Resources.Load("yResources/particle") as GameObject;
        //子オブジェクト取得
        hpGage  = transform.FindChild("hpGage").gameObject.GetComponent <Image>();
        redGage = transform.FindChild("redGage").gameObject.GetComponent <Image>();
        //親オブジェクト取得
        parent = transform.root.gameObject;

        waveManagement = GameObject.Find("Wave").GetComponent <yWaveManagement>();
        vFade          = Camera.main.GetComponent <yVignetteFade>();

        //要はEnemyの時
        if (parent.tag == "enemy")
        {
            //Enemyの時、親オブジェクトのスクリプトを取得
            enemyManager = parent.GetComponent <yEnemyManager>();
            hp           = enemyManager.EnemyHP;
        }
        maxHP = hp;
    }
예제 #5
0
    // Update is called once per frame
    void Update()
    {
        time += Time.deltaTime;
        print(flgNumber);

        if (waveNumber < 3)//ボス戦前のWave数まで
        {
            if (flgNumber && j < 2)
            {
                if (time >= enemyAppearanceTime[i])//時間になったら生成
                {
                    while (true)
                    {
                        for (int k = 0; k < enemyType.Length; k++)
                        {
                            if (enemyID[i] == enemyType[k].name)
                            {
                                SpriteRenderer enemy;
                                enemy                = Instantiate(enemyType[0], enemyPos[i], Quaternion.identity) as SpriteRenderer;
                                enemy.name           = enemyID[i] + number;
                                enemyManager         = enemy.GetComponent <yEnemyManager>();
                                enemyManager.EnemyHP = enemyHP[i];
                                break;
                            }
                        }

                        i++;
                        number--;

                        if (i >= wholeNumber)//全ての敵が出現し終えたら(1~3Wave)
                        {
                            break;
                        }
                        else if (enemyAppearanceTime[i - 1] == enemyAppearanceTime[i])//今作ったものと次作る秒数が一緒っだったらもう一度
                        {
                            continue;
                        }
                        else
                        {
                            break;
                        }
                    }
                }
            }
            if (number <= 0)//そのWaveに出てくる敵の出現がなくなったら
            {
                flgNumber = false;
            }

            if (enemyNumber[j] <= 0 && j < 2)//そのWaveの敵が全て死んだら
            {
                waveNumber++;
                time = 0;
                if (j < 1)
                {
                    j++;
                }
                else
                {
                    flgBoss = true;
                }
                number    = enemyNumber[j];
                flgNumber = true;
            }
        }

        //if (Input.GetKeyDown(KeyCode.A))
        //    yMusicManager.instance.MusicSound((int)yMusicManager.musicChip.bgm1);
    }
예제 #6
0
    // Update is called once per frame
    void Update()
    {
        if (_time.FlgTime)
        {
            time += Time.deltaTime;
        }
        print(enemyNumber[j]);

        if (waveNumber < maxWave)//ボス戦前のWave数まで
        {
            if (flgNumber && j < maxWave - 1)
            {
                if (time >= enemyAppearanceTime[i]) //時間になったら生成
                {
                    while (true)                    //同じ時間に敵が出るとき同時生成する
                    {
                        for (int k = 0; k < enemyType.Length; k++)
                        {
                            if (enemyID[i] == enemyType[k].name)
                            {
                                SpriteRenderer enemy;
                                enemy                = Instantiate(enemyType[k], enemyPos[i], Quaternion.identity) as SpriteRenderer;
                                enemy.name           = enemyID[i] + number;
                                enemyManager         = enemy.GetComponent <yEnemyManager>();
                                enemyManager.EnemyHP = enemyHP[i];
                                break;
                            }
                        }

                        i++;
                        number--;

                        if (i >= wholeNumber)//全ての敵が出現し終えたら(1~3Wave)
                        {
                            break;
                        }
                        else if (enemyAppearanceTime[i - 1] == enemyAppearanceTime[i] && number > 0)//今作ったものと次作る秒数が一緒だったらもう一度
                        {
                            continue;
                        }
                        else
                        {
                            break;
                        }
                    }
                }
            }
            if (number <= 0)//そのWaveに出てくる敵の出現がなくなったら
            {
                flgNumber = false;
            }

            if (enemyNumber[j] <= 0 && j < maxWave - 1)//そのWaveの敵が全て死んだら
            {
                waveNumber++;
                time = 0;
                if (j < maxWave - 1)
                {
                    bandFade.FlgFadeIn = true;
                }
                if (j < maxWave - 2)
                {
                    j++;
                    bandFade.FlgFadeIn = true;
                }
                else
                {
                    flgBoss = true;
                }
                number    = enemyNumber[j];
                flgNumber = true;
            }
        }

        //if (Input.GetKeyDown(KeyCode.A))
        //    yMusicManager.instance.MusicSound((int)yMusicManager.musicChip.bgm1);
        //if (Input.GetKeyDown(KeyCode.B))
        //    Sound((int)soundClip.se1);
        //if (Input.GetKeyDown(KeyCode.C))
        //    Sound((int)soundClip.se2);
        //if (Input.GetKeyDown(KeyCode.D))
        //    Sound((int)soundClip.se3);
        //if (Input.GetKeyDown(KeyCode.Space))
        //    MusicEffectStop();

        if (enemyNumber[2] == 0)
        {
            vFade.NextScene  = "GameClear";
            vFade.FlgFadeOut = true;
        }
    }