//雨生成 void GenerateRain() { foreach (var item in LayerOfMain.Objects) { if (item is Cloud) { if (item.Position.X > CameraOfMain.Src.Position.X + CameraOfMain.Src.Width + 1300.0f) { continue; } Rain rain = ((Cloud)item).GenerateRain(); if (rain == null) { continue; } LayerOfMain.AddObject(rain); Rains.Add(rain); RegisterWallRainColligeData(rain); } } }
//敵オブジェクト配置 void CreateObject(asd.Vector2DF position, int obj) { switch (obj) { case 0: Walls.Add(new Wall(position)); LayerOfMain.AddObject(Walls[Walls.Count - 1]); SetWallRainColligeData(Walls[Walls.Count - 1].Position); break; case 1: Clouds.Add(new Cloud(position, TypeOfCloud.Small)); LayerOfMain.AddObject(Clouds[Clouds.Count - 1]); break; case 2: Clouds.Add(new Cloud(position, TypeOfCloud.Medium)); LayerOfMain.AddObject(Clouds[Clouds.Count - 1]); break; case 3: Clouds.Add(new Cloud(position, TypeOfCloud.Large)); LayerOfMain.AddObject(Clouds[Clouds.Count - 1]); break; case 4: break; case 5: Healers.Add(new Healer(position)); LayerOfMain.AddObject(Healers[Healers.Count - 1]); break; case 6: Winds.Add(new Wind(position)); LayerOfMain.AddObject(Winds[Winds.Count - 1]); break; } }