Exemplo n.º 1
0
    public void ClearBullet()
    {
        EnemyFire.ClearChild(gameObject);

        bulletManager.bulletPool.Enqueue(gameObject);
        gameObject.transform.SetParent(enemyBullet.transform);
        gameObject.transform.position   = new Vector2(0.0f, 0.0f);
        gameObject.transform.rotation   = Quaternion.Euler(0.0f, 0.0f, 0.0f);
        gameObject.transform.localScale = new Vector3(1.8f, 1.8f, 0.0f);

        // 컴포넌트 제거
        Destroy(spriteRenderer);
        Destroy(circleCollider);
        Destroy(boxCollider);
        Destroy(capsuleCollider);
        Destroy(initializeBullet);
        Destroy(movingBullet);
        Destroy(laserBullet);
        Destroy(reflectBullet);

        // 커스텀 컴포넌트 제거
        // Destroy(stage1BulletFragmentation);
        // Destroy(stage5BulletCreate);
        // Destroy(stage12BulletFragmentation);
        // Destroy(stage13BulletRotate);

        Destroy(pattern6BulletRotate);
        Destroy(pattern6BulletAiming);
        Destroy(pattern7BulletAiming);
        Destroy(pattern8BulletAiming);
        Destroy(pattern9BulletRotate);
        Destroy(pattern14BulletRotate);
        Destroy(pattern19BulletRotate);

        // 최종 컴포넌트 제거 후 비활성화
        StopAllCoroutines();
        gameObject.SetActive(false);
    }
Exemplo n.º 2
0
    public IEnumerator Fragmentation()
    {
        while (true)
        {
            // 탄막 2 발사 (파란색 원탄) (랜덤탄)
            if (movingBullet.bulletMoveSpeed <= 0.0f)
            {
                Vector2 bulletFirePosition = transform.position;

                // 탄막 2 이펙트
                StartCoroutine(enemyFire.CreateBulletFireEffect(301, 1.0f, 12.0f, 0.4f, 0.1f, 0.35f, bulletFirePosition));

                if (bulletManager.bulletPool.Count > 0)
                {
                    for (int i = 0; i < 16; i++)
                    {
                        GameObject bullet = bulletManager.bulletPool.Dequeue();
                        bullet.SetActive(true);
                        EnemyFire.ClearChild(bullet);
                        bullet.transform.position = transform.position;
                        bullet.gameObject.tag     = "BULLET_ENEMY";
                        bullet.gameObject.layer   = LayerMask.NameToLayer("BULLET_ENEMY_DESTROYZONE_INNER1");
                        bullet.transform.SetParent(enemyBullet);
                        if (!bullet.GetComponent <SpriteRenderer>())
                        {
                            bullet.AddComponent <SpriteRenderer>();
                        }
                        if (!bullet.GetComponent <CircleCollider2D>())
                        {
                            bullet.AddComponent <CircleCollider2D>();
                        }
                        if (!bullet.GetComponent <InitializeBullet>())
                        {
                            bullet.AddComponent <InitializeBullet>();
                        }
                        if (!bullet.GetComponent <MovingBullet>())
                        {
                            bullet.AddComponent <MovingBullet>();
                        }
                        if (!bullet.GetComponent <EraseBullet>())
                        {
                            bullet.AddComponent <EraseBullet>();
                        }
                        SpriteRenderer   spriteRenderer   = bullet.GetComponent <SpriteRenderer>();
                        CircleCollider2D circleCollider2D = bullet.GetComponent <CircleCollider2D>();
                        InitializeBullet initializeBullet = bullet.GetComponent <InitializeBullet>();
                        MovingBullet     movingBullet     = bullet.GetComponent <MovingBullet>();
                        spriteRenderer.sprite          = enemyFire.spriteCollection[23];
                        spriteRenderer.sortingOrder    = 3;
                        circleCollider2D.isTrigger     = true;
                        circleCollider2D.radius        = 0.04f;
                        circleCollider2D.enabled       = false;
                        initializeBullet.bulletType    = BulletType.BULLETTYPE_NORMAL;
                        initializeBullet.bulletObject  = bullet.gameObject;
                        initializeBullet.targetObject  = playerObject;
                        initializeBullet.isGrazed      = false;
                        movingBullet.bulletMoveSpeed   = Random.Range(4.0f, 6.0f);
                        movingBullet.bulletSpeedState  = BulletSpeedState.BULLETSPEEDSTATE_NORMAL;
                        movingBullet.bulletRotateState = BulletRotateState.BULLETROTATESTATE_NONE;
                        movingBullet.bulletDestination = initializeBullet.GetRandomAimedBulletDestination();
                        float angle = Mathf.Atan2(movingBullet.bulletDestination.y, movingBullet.bulletDestination.x) * Mathf.Rad2Deg;
                        movingBullet.ChangeRotateAngle(angle - 90.0f);
                    }

                    bulletManager.bulletPool.Enqueue(gameObject);
                    transform.SetParent(enemyBullet);
                    eraseBullet.ClearBullet();
                    gameObject.SetActive(false);
                    break;
                }
                else
                {
                    enemyFire.AddBulletPool();
                    break;
                }
            }

            yield return(new WaitForEndOfFrame());
        }
    }
Exemplo n.º 3
0
    private IEnumerator CreateBullet()
    {
        yield return(new WaitForSeconds(0.075f));

        while (true)
        {
            // 탄막 2 생성
            if (bulletManager.bulletPool.Count > 0)
            {
                GameObject bullet = bulletManager.bulletPool.Dequeue();
                bullet.SetActive(true);
                EnemyFire.ClearChild(bullet);
                bullet.transform.position = transform.position;
                bullet.gameObject.tag     = "BULLET_ENEMY";
                bullet.gameObject.layer   = LayerMask.NameToLayer("BULLET_ENEMY_DESTROYZONE_INNER1");
                bullet.transform.SetParent(enemyBullet);
                if (!bullet.GetComponent <SpriteRenderer>())
                {
                    bullet.AddComponent <SpriteRenderer>();
                }
                if (!bullet.GetComponent <CircleCollider2D>())
                {
                    bullet.AddComponent <CircleCollider2D>();
                }
                if (!bullet.GetComponent <InitializeBullet>())
                {
                    bullet.AddComponent <InitializeBullet>();
                }
                if (!bullet.GetComponent <MovingBullet>())
                {
                    bullet.AddComponent <MovingBullet>();
                }
                if (!bullet.GetComponent <EraseBullet>())
                {
                    bullet.AddComponent <EraseBullet>();
                }
                SpriteRenderer   spriteRenderer   = bullet.GetComponent <SpriteRenderer>();
                CircleCollider2D circleCollider2D = bullet.GetComponent <CircleCollider2D>();
                InitializeBullet initializeBullet = bullet.GetComponent <InitializeBullet>();
                MovingBullet     movingBullet     = bullet.GetComponent <MovingBullet>();
                spriteRenderer.sprite          = enemyFire.spriteCollection[18];
                spriteRenderer.sortingOrder    = 3;
                circleCollider2D.isTrigger     = true;
                circleCollider2D.radius        = 0.04f;
                circleCollider2D.enabled       = false;
                initializeBullet.bulletType    = BulletType.BULLETTYPE_NORMAL;
                initializeBullet.bulletObject  = bullet.gameObject;
                initializeBullet.targetObject  = playerObject;
                initializeBullet.isGrazed      = false;
                movingBullet.bulletMoveSpeed   = 0.0f;
                movingBullet.bulletSpeedState  = BulletSpeedState.BULLETSPEEDSTATE_NORMAL;
                movingBullet.bulletRotateState = BulletRotateState.BULLETROTATESTATE_NONE;
                movingBullet.bulletDestination = initializeBullet.GetRandomAimedBulletDestination();
                float angle = Mathf.Atan2(movingBullet.bulletDestination.y, movingBullet.bulletDestination.x) * Mathf.Rad2Deg;
                movingBullet.ChangeRotateAngle(angle - 90.0f);
            }
            else
            {
                enemyFire.AddBulletPool();
            }

            yield return(new WaitForSeconds(0.15f));
        }
    }
Exemplo n.º 4
0
    public IEnumerator FragmentationAttack1(Vector2 bulletFirePosition)
    {
        int spriteIndex = 0;

        for (int i = 0; i < 3; i++)
        {
            spriteIndex++;

            // 충돌체 생성
            if (bulletManager.bulletPool.Count > 0)
            {
                GameObject bullet = bulletManager.bulletPool.Dequeue();
                bullet.SetActive(true);
                EnemyFire.ClearChild(bullet);
                bullet.transform.position = bulletFirePosition;
                bullet.gameObject.tag     = "BULLET_ENEMY";
                bullet.gameObject.layer   = LayerMask.NameToLayer("BULLET_ENEMY_DESTROYZONE_INNER2");
                bullet.transform.SetParent(enemyFire.enemyBulletTemp2);
                if (!bullet.GetComponent <CircleCollider2D>())
                {
                    bullet.AddComponent <CircleCollider2D>();
                }
                if (!bullet.GetComponent <InitializeBullet>())
                {
                    bullet.AddComponent <InitializeBullet>();
                }
                if (!bullet.GetComponent <MovingBullet>())
                {
                    bullet.AddComponent <MovingBullet>();
                }
                if (!bullet.GetComponent <EraseBullet>())
                {
                    bullet.AddComponent <EraseBullet>();
                }
                if (!bullet.GetComponent <SpriteRenderer>())
                {
                    bullet.AddComponent <SpriteRenderer>();
                }
                if (!bullet.GetComponent <ObjectRotate>())
                {
                    bullet.AddComponent <ObjectRotate>();
                }
                SpriteRenderer   spriteRenderer   = bullet.GetComponent <SpriteRenderer>();
                CircleCollider2D circleCollider2D = bullet.GetComponent <CircleCollider2D>();
                InitializeBullet initializeBullet = bullet.GetComponent <InitializeBullet>();
                MovingBullet     movingBullet     = bullet.GetComponent <MovingBullet>();
                ObjectRotate     objectRotate     = bullet.GetComponent <ObjectRotate>();
                Rigidbody2D      rigidbody2D      = bullet.GetComponent <Rigidbody2D>();
                spriteRenderer.sprite          = enemyFire.spriteCollection[203 + ((spriteIndex % 3) * 2)];
                spriteRenderer.sortingOrder    = 3;
                circleCollider2D.isTrigger     = true;
                circleCollider2D.radius        = 0.015f;
                circleCollider2D.enabled       = false;
                initializeBullet.bulletType    = BulletType.BULLETTYPE_NORMAL;
                initializeBullet.bulletObject  = bullet.gameObject;
                initializeBullet.targetObject  = playerObject;
                initializeBullet.isGrazed      = false;
                movingBullet.bulletMoveSpeed   = 0.0f;
                movingBullet.bulletSpeedState  = BulletSpeedState.BULLETSPEEDSTATE_NORMAL;
                movingBullet.bulletRotateState = BulletRotateState.BULLETROTATESTATE_NONE;
                movingBullet.bulletDestination = initializeBullet.GetRandomAimedBulletDestination();
                float angle = Mathf.Atan2(movingBullet.bulletDestination.y, movingBullet.bulletDestination.x) * Mathf.Rad2Deg;
                movingBullet.ChangeRotateAngle(angle - 90.0f + Random.Range(-40.0f, 40.0f));
                objectRotate.rotateSpeed = 120.0f;
                rigidbody2D.velocity     = movingBullet.bulletDestination.normalized * Random.Range(1.0f, 2.5f);
                rigidbody2D.gravityScale = 0.2f;
            }
            else
            {
                enemyFire.AddBulletPool();
            }
        }

        yield return(null);
    }