public void addStroageData(Transform bullet, DestoryOption copyBullet, bool stopTimeLine) { if (bullet != null) { bullet.parent = _bullectStorage; } if (stopTimeLine) { _stopTiLine.Remove(bullet); if (_stopTiLine.Count == 0) { _controlTimeLine.enabled = true; } } if (copyBullet != null) { _playerBullectList.Remove(copyBullet); _allEnemyList.Remove(copyBullet); _enemyDestroyList.Remove(copyBullet); _allCoinList.Remove(copyBullet); _PowerUpList.Remove(copyBullet); //_onotherList.Remove(copyBullet); } }
public void setDrowStage(Transform bullect, DestoryOption copyBullet, DestoryOption.objectPosition obPoint, bool stopTimeLine, bool NonDestroyChack) { if (bullect != null) { bullect.parent = _drowStage; } //Debug.Log(bullect.name + " " + bullect.parent.name); //UnityEditor.EditorApplication.isPaused = true; if (stopTimeLine) { if (_stopTiLine.IndexOf(bullect) < 0) { _stopTiLine.Add(bullect); } _controlTimeLine.enabled = false; } if (!NonDestroyChack && copyBullet != null) { switch (obPoint) { case DestoryOption.objectPosition.enemy: _allEnemyList.Add(copyBullet); if (copyBullet.destroyChack) { _enemyDestroyList.Add(copyBullet); } break; case DestoryOption.objectPosition.palyer: _playerBullectList.Add(copyBullet); break; case DestoryOption.objectPosition.coin: _allCoinList.Add(copyBullet); break; case DestoryOption.objectPosition.powerUp: _PowerUpList.Add(copyBullet); break; } } //_onotherList.Add(copyBullet); }
void controlMoveOption() { _chaseEndPosition = _endPosition = Vector3.zero; _bullectModeControl = 0; _copyVPosition = _selfTF.position; _copyVPosition.y = 0; SetDestoryCenter(_copyVPosition); switch (_selectFlight.flightType) { case FlightOption.FlightTypeList.chaser: _bullectModeControl = 2; bool noAngleChack = false; DestoryOption copyChaseBullet = null; switch (_obPoint) { case BullectControl.objectPosition.palyer: copyChaseBullet = _destroyOption._collistionControl.enemyChasePosition(_copyVPosition); if (copyChaseBullet == null) { noAngleChack = true; _endPosition = getDirectionValue(FlightOption.LinerTypeList.forward, _baseTFValue); resetRotateTF(); } else { _endPosition = copyChaseBullet.LPosition; } break; default: _endPosition = _selectFlight.getChasePosition; if (_endPosition.Equals(Vector3.zero)) { _endPosition = _destroyOption._collistionControl.PlayerPosition; } break; } if (!noAngleChack) { if (_LookAtOption && _otherTfChack == 1) { switch (_obPoint) { case objectPosition.palyer: //if(_baseTFValue == null) _selfTF.LookAt(copyChaseBullet.VPosition); break; default: _selfTF.LookAt(_endPosition); break; } settingLookAtTF((_otherTfChack == 1 ? _drowSpriteTF : null), _drowSprite, _obPoint, _startSpriteScale); } _endPosition -= _selfTF.localPosition; } _chaseEndPosition = _endPosition; break; case FlightOption.FlightTypeList.liner: if (_baseTFValue == null) { _baseTFValue = _selfTF; } _endPosition = linerOptionControl(_selectFlight.randomLinerChack, _selectFlight.linerType, _baseTFValue, _selectFlight.randomForwardCount); if (_endPosition.Equals(Vector3.zero)) { return; } if (_selectFlight.randomLinerChack == 2) { _nextObjectChack = true; _nonresetValue = true; _currentCount--; } if (_LookAtOption && _otherTfChack == 1) { _selfTF.localEulerAngles = getEulerAnglesValue(_selectFlight.linerType, _baseTFValue); settingLookAtTF(_otherTfChack == 1 ? _drowSpriteTF : null, _drowSprite, _obPoint, _startSpriteScale); } break; case FlightOption.FlightTypeList.delay: _bullectModeControl = -1; return; case FlightOption.FlightTypeList.delete: stopBulletObject(); return; case FlightOption.FlightTypeList.loop: /*_bullectModeControl = -1; * _currentCount = 0; * _nextObjectChack = true;*/ _currentCount = _selectFlight.loopStartIndex; nextBlockObject(); return; case FlightOption.FlightTypeList.rotate: if (_selectFlight.MoveSpeed == 0 && _selectFlight.drowTIme == 0) { _selfTF.localEulerAngles = getEulerAnglesValue(_selectFlight.linerType, _baseTFValue); //settingLookAtTF(_otherTfChack == 1 ? _drowSprite : null , _obPoint, _startSpriteScale); nextBlockObject(); return; } return; } _drowPoint = _endPosition.normalized * _selectFlight.MoveSpeed; _drowPoint.y = 0; //_backDrowPoint = _endPosition.normalized/2; }
void Update() { //_allCoinList _drowC = 0; _max1Count = _allCoinList.Count; _copyVector3 = _playerControlSC.VPosition; _chaseCoinControl = _blockControlSC._chaseCoinControl; int playerStatus = _playerControlSC.getPlayerStatus; for (_indexC = 0; _indexC < _max1Count; _indexC++) { _select1TF = _allCoinList[_drowC++]; if (_select1TF.chackCrushPlayerValue(_copyVector3) > 0) { _drowC -= 1; _playerControlSC.coindCollisionChack(); } else { _select1TF.coinChaseFlowAct(_chaseCoinControl); } } if (playerStatus == 0) { _drowC = 0; _max1Count = _PowerUpList.Count; for (_indexC = 0; _indexC < _max1Count; _indexC++) { _select1TF = _PowerUpList[_drowC++]; if (_select1TF.chackCrushPlayerValue(_copyVector3) > 0) { _drowC -= 1; _playerControlSC.PowerUpItemChack(); } } } _drowC = 0; _max1Count = _allEnemyList.Count; for (_indexC = 0; _indexC < _max1Count; _indexC++) { _drowB = 0; _removeChack = false; _select1TF = _allEnemyList[_drowC++]; if (_select1TF.destroyChack) { if (_playerControlSC.colliderBoxChack(_select1TF.destroyBound)) { if (_select1TF.destroyBullectChack(bladeDelete:true)) { _removeChack = true; _drowC -= 1; _playerControlSC.setScorePlayerBound(PlayerControl.enemyCrushType.blade_Die); } else { _playerControlSC.setScorePlayerBound(PlayerControl.enemyCrushType.blade); } } if (!_removeChack) { _max2Count = _playerBullectList.Count; for (_indexB = 0; _indexB < _max2Count; _indexB++) { _select2TF = _playerBullectList[_drowB++]; _removeChack = true; switch (_select1TF.chackCollisionValue((BullectControl)_select2TF)) { case 1: // enemy crush _drowC -= 1; _playerControlSC.setScorePlayerBound(PlayerControl.enemyCrushType.bullet_Die); break; case 2: // player bullet crush _drowB -= 1; _playerControlSC.setScorePlayerBound(PlayerControl.enemyCrushType.bullet); break; case 3: // duth _drowC -= 1; _drowB -= 1; _playerControlSC.setScorePlayerBound(PlayerControl.enemyCrushType.bullet_Die); break; default: // miss _removeChack = false; break; } if (_drowB < 0 || _playerBullectList.Count <= _drowB) { break; } } } } if (!_removeChack && !_allstopBulletCreate) { _removeChack = true; switch (_select1TF.chackCrushPlayerValue(_copyVector3)) { case 1: // crush player _playerControlSC.playerCollisionChack(_select1TF.VPosition); break; case 2: // crush of player and bullect _drowC -= 1; _playerControlSC.playerCollisionChack(_select1TF.VPosition); break; default: _removeChack = false; break; } } if (_drowC < 0 || _allEnemyList.Count <= _drowC) { return; } } }