public override void Mode_Update(Charactor _obj) { base.Mode_Update(_obj); //CameraLockFilterがついていればプレイヤーの接近を //感知して動く EnemyNest nest = _obj.GetComponent <EnemyNest>(); CameraLockTrigger camera; if (nest.CameraLockTrigger != null) { camera = nest.CameraLockTrigger.GetComponent <CameraLockTrigger>(); if (camera.valid) { //デフォルトへ _obj.ChangeMode(3); } } }
public override void Mode_Update(Charactor _obj) { base.Mode_Update(_obj); //一定周期で敵を出す EnemyNest nest = _obj.GetComponent <EnemyNest>(); if (time > nest.param.frequency) { time = 0.0f; if (nest.spawned_n < nest.param.maxspawn) { GameObject e; e = Instantiate(nest.param.SpawnEnemyPrefab) as GameObject; e.transform.position = _obj.gameObject.transform.position; } nest.spawned_n++; } time += Time.deltaTime; }