Exemplo n.º 1
0
    void Start()
    {
        fore.SetActive(!isShielded);
        shield.SetActive(isShielded);

        IsInBattle = true;

        tracer.Set(1.5f, 3f, 1.5f);
        tracer.Begin();

        weapon.StartWeapon(1f, 1f);
    }
Exemplo n.º 2
0
    void Start()
    {
        protos.Add(this);
        id = protos.Count - 1;

        IsInBattle = true;

        tracer.Set(0.5f, 1f, 1.5f);
        tracer.Begin();

        weapon.SetType(BulletType.SOFT, false);
        weapon.StartWeapon(3f, 1.5f);
    }
Exemplo n.º 3
0
    void Start()
    {
        IsInBattle = true;

        tracer.Set(1.5f, 3f, 1.5f);
        tracer.Begin();

        if (IsBossMode)
        {
            normalWeapon.StartWeapon(1f, 0.5f);
        }
        else
        {
            ghostWeapon.StartWeapon(1f, 0.5f);
        }
    }
Exemplo n.º 4
0
    protected override IEnumerator Orbit()
    {
        while (isOrbiting)
        {
            localAngle += ORBIT_SPEED * Time.deltaTime;
            SetLocalPosition(ORBIT_RADIUS, localAngle * orbitDir);
            transform.LookAt(Player.instance.transform);

            yield return(null);

            if (weapon.IsExcuting)
            {
                if (!IsInBattle || localAngle < 0f)
                {
                    weapon.StopWeapon();
                }
            }
            else
            {
                if (IsInBattle && localAngle >= 0)
                {
                    weapon.StartWeapon(FIRE_GAP, 0f);
                }
            }

            /*
             * if (IsInBattle && localAngle>= 0f)
             * {
             *  time += Time.deltaTime;
             *  if (time >= 0f)
             *  {
             *      transform.LookAt(Player.instance.transform);
             *      BulletType type = odd ? BulletType.SOFT : BulletType.HARD;
             *      EnemyBulletManager.instance.SetBullet(type, transform.position, transform.eulerAngles);
             *      SoundManager.instance.PlayEfx(Efx.FIRE_ENEMY, transform.position);
             *      time -= FIRE_GAP;
             *      odd = !odd;
             *  }
             * }
             */
        }
    }