private void Update() { pos = transform.position; if (pos.y > 0 && isReturn == false) { // Translate(x軸, y軸, z軸) // x軸がプラス →方向のベクトル // z軸がマイナス ↓方向のベクトル // この2つのベクトルを合成すると「↘️」方向のベクトルになる。(→ + ↓ = ↘️) transform.Translate(moveDistance * Time.deltaTime, 0, -moveDistance * Time.deltaTime, Space.World); } else // pos.zが1以下になった時、進行方向を変化させる。 { isReturn = true; // x軸がプラス →方向のベクトル // z軸がマイナス ↑方向のベクトル // この2つのベクトルを合成すると「↗️」方向のベクトルになる。(→ + ↑ = ↗️) transform.Translate(moveDistance * Time.deltaTime, 0, moveDistance * Time.deltaTime, Space.World); } if (CUtility.IsOut(transform.position)) { Destroy(gameObject); } }
// Update is called once per frame void Update() { float ShotSpeed = 3.0f; int wayNum = 5; float angle = 40.0f; Count++; player = GameObject.FindGameObjectWithTag("Player"); if (player != null) { if (Count % 70 == 0) { for (int i = 0; i < wayNum; i++) { Vector2 vec = player.transform.position - transform.position; vec.Normalize(); float anglePerShot = angle / (wayNum - 1); vec = Quaternion.Euler(0, 0, anglePerShot * i - angle / 2.0f) * vec; vec *= ShotSpeed; var q = Quaternion.Euler(0, 0, -Mathf.Atan2(vec.x, vec.y) * Mathf.Rad2Deg); var t = Instantiate(EneShot02, transform.position, q); t.GetComponent <Rigidbody2D>().velocity = vec; } } } else { angle = Mathf.PI + (Mathf.PI / 2); } if (CUtility.IsOut(transform.position)) { Destroy(gameObject); } }
// Update is called once per frame void Update() { if (CUtility.IsOut(transform.position)) { Destroy(gameObject); } }
// Update is called once per frame void Update() { x = radius * Mathf.Sin(Time.time * speed); //X軸の設定 y = radius * Mathf.Tan(Time.time * speed); //Y軸の設定 transform.position = new Vector3(x + defPosition.x, y + defPosition.y); //自分のいる位置から座標を動かす。 if (CUtility.IsOut(transform.position)) { Destroy(gameObject); } }
// Update is called once per frame void Update() { Count++; if (Count > 0) { transform.position += new Vector3(3.0f, 0.0f, 0.0f) * Time.deltaTime; } if (CUtility.IsOut(transform.position)) { Destroy(gameObject); } transform.position = new Vector2(transform.position.x , 2.5f + Mathf.Sin(Time.frameCount * wave)); }
// Update is called once per frame void Update() { Count++; if (Count < 30) { transform.position += new Vector3(0.0f, -3.0f, 0.0f) * Time.deltaTime; } if (Count > 300) { transform.position += new Vector3(0.0f, 3.0f, 0.0f) * Time.deltaTime; } if (CUtility.IsOut(transform.position)) { Destroy(gameObject); } }
// Update is called once per frame void Update() { Vector3 pos = GameObject.FindGameObjectWithTag("Player").transform.position; Vector3 dir = pos - transform.position; Angle = Mathf.Atan2(pos.y - transform.position.y, pos.x - transform.position.x); print(Angle); transform.position += CUtility.GetDirectionPI2(Angle) * Speed * Time.deltaTime; // 弾が進行方向を向くようにする var angles = transform.localEulerAngles; angles.z = Angle * Mathf.Rad2Deg - 90; transform.localEulerAngles = angles; if (CUtility.IsOut(transform.position)) { Destroy(gameObject); } }
// Update is called once per frame void Update() { if (Cnt < 80) { transform.position += new Vector3(0.0f, -3.0f, 0.0f) * Time.deltaTime; } if (Cnt == 300) { GameObject.Find("GameManager").GetComponent <CGameManager>().BulletFactory[0].CreateBullet(transform.position, 0); } if (Cnt > 80 + 240) { transform.position += new Vector3(0.0f, 3.0f, 0.0f) * Time.deltaTime; } Cnt++; if (CUtility.IsOut(transform.position)) { Destroy(gameObject); } }
//GameObject newParent = new GameObject(); // Update is called once per frame void Update() { if (Cnt < 100) { transform.position += new Vector3(0.0f, -3.0f, 0.0f) * Time.deltaTime; } if (Cnt == 300) { CSoundPlayer.PlaySound("enemy_shot", true); GameObject.Find("GameManager").GetComponent <CGameManager>().BulletFactory[3].CreateBullet(transform.position, 0); } if (Cnt > 340) { transform.position += new Vector3(0.0f, 3.0f, 0.0f) * Time.deltaTime; } Cnt++; if (CUtility.IsOut(transform.position)) { Destroy(gameObject); } }
// Update is called once per frame void Update() { float ShotSpeed = 8.0f; if (count % 6 == 0) { for (int i = 0; i < 12; i++) { Vector2 vec = new Vector2(0.0f, 1.0f); vec = Quaternion.Euler(0, 0, 0.2f * count) * vec; vec.Normalize(); vec = Quaternion.Euler(0, 0, (360 / 12) * i) * vec; vec *= ShotSpeed; var q = Quaternion.Euler(0, 0, -Mathf.Atan2(vec.x, vec.y) * Mathf.Rad2Deg); var t = Instantiate(EneShot01, transform.position, q); t.GetComponent <Rigidbody2D>().velocity = vec; } } count++; if (CUtility.IsOut(transform.position)) { Destroy(EneShot01); } }