Пример #1
0
    private void Update()
    {
        if (MyProc.IsStay())
        {
            return;
        }

        if (!NoaProcesser.IsStayPC(PlayerSlot.PC1) || !lastUpdateFlgPC1)
        {
            UpdateUI(pc1Canvas);
        }
        if (!NoaProcesser.IsStayPC(PlayerSlot.PC2) || !lastUpdateFlgPC2)
        {
            UpdateUI(pc2Canvas);
        }

        if (NoaProcesser.IsStayPC(PlayerSlot.PC1))
        {
            lastUpdateFlgPC1 = true;
        }
        if (NoaProcesser.IsStayPC(PlayerSlot.PC2))
        {
            lastUpdateFlgPC2 = true;
        }

        if (NoaProcesser.IsStayBoss())
        {
            return;
        }
    }
Пример #2
0
 private void Update()
 {
     if (NoaProcesser.IsStayBoss())
     {
         return;
     }
 }
Пример #3
0
 protected void Update()
 {
     if (MyProc.IsStay() || NoaProcesser.IsStayBoss())
     {
         return;
     }
 }
Пример #4
0
 void Update()
 {
     if (NoaProcesser.IsStayBoss())
     {
         return;
     }
     if (ExistWaves.Count == 0 && SmallEnemys == true && smallFig == SmallMediumNumbers [CurrentEnemy])
     {
         SmallEnemys = false;
     }
     else if (ExistWaves.Count == 0 && MediumEnemys == true && mediumFig == SmallMediumNumbers [CurrentEnemy + 1])
     {
         MediumEnemys = false;
     }
     else if (ExistWaves.Count == 0 && LargeEnemys == true && largeFig == large)
     {
         LargeEnemys = false;
     }
     for (int test = 0; test < ExistWaves.Count; test++)
     {
         if (ExistWaves [test] != null)
         {
             if (ExistWaves [test].transform.childCount <= 0)
             {
                 Destroy(ExistWaves [test]);
                 ExistWaves.RemoveAt(test);
             }
         }
     }
 }
Пример #5
0
    protected override IEnumerator Start()
    {
        mr             = GetComponent <MeshRenderer>();
        MyProc.started = true;

        yield return(new WaitWhile(() => NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(playerSlot)));
    }
Пример #6
0
    protected void Update()
    {
        if (MyProc.IsStay() || NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(playerSlot))
        {
            return;
        }

        Move();
        //Shot();

        if (!GameManager.OutOfArea(transform.position, playerSlot, -10) && !OnStage)
        {
            OnStage = true;
        }

        if (OnStage == false)
        {
            return;
        }

        /*
         * if (GameManager.OutOfArea(transform.position, playerSlot, 400))
         * {
         *  Destroy(gameObject);
         * }
         */

        Shot();

        if (GameManager.OutOfArea(transform.position, playerSlot, 100) && OnStage)
        {
            Destroy(gameObject);
        }
    }
Пример #7
0
    protected void Update()
    {
        if (MyProc.IsStay() || NoaProcesser.IsStayBoss())
        {
            return;
        }

        if (enemy.MyProc.started == false)
        {
            return;
        }

        Move();

        // f:範囲外判定
        foreach (Transform x in GetComponentInChildren <Transform>())
        {
            if (GameManager.OutOfArea(x.position, enemy.playerSlot))
            {
                Destroy(x.gameObject);
            }
        }

        // f:子要素(弾)がすべてなくなったら削除
        if (transform.childCount == 0)
        {
            Destroy(this.gameObject);
        }
    }
Пример #8
0
    protected override IEnumerator Start()
    {
        Init();
        MyProc.started = true;

        yield return(new WaitWhile(() => NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(param.playerSlot)));
    }
Пример #9
0
    protected override IEnumerator Start()
    {
        yield return(new WaitWhile(() => PlayerManager.Inst.MyProc.IsStay()));

        Init();
        MyProc.started = true;

        yield return(new WaitWhile(() => NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(player.playerSlot)));
    }
Пример #10
0
    protected void Update()
    {
        if (MyProc.IsStay() || NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(playerSlot))
        {
            return;
        }

        Move();
    }
Пример #11
0
    private void Update()
    {
        if (MyProc.IsStay() || NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(playerSlot))
        {
            return;
        }

        offset = Mathf.Repeat(Time.time * ScrollSpeed, 1f);
        mr.material.SetTextureOffset("_MainTex", new Vector2(0f, offset));
    }
Пример #12
0
    protected override IEnumerator Start()
    {
        if (NoaProcesser.IsStayBoss())
        {
            yield return(null);
        }

        if (SmallMediumNumbers.Length % 2 == 1)
        {
            for (CurrentEnemy = 0; CurrentEnemy < SmallMediumNumbers.Length; CurrentEnemy += 2)
            {
                while (MediumEnemys)
                {
                    yield return(new WaitForEndOfFrame());
                }
                StartCoroutine("SmallTime", SmallMediumNumbers [CurrentEnemy]);
                while (SmallEnemys)
                {
                    yield return(new WaitForEndOfFrame());
                }
                StartCoroutine("MediumEnemy", SmallMediumNumbers [CurrentEnemy + 1]);
            }
            while (MediumEnemys)
            {
                yield return(new WaitForEndOfFrame());
            }
            StartCoroutine("SmallTime", SmallMediumNumbers [SmallMediumNumbers.Length - 1]);
            while (SmallEnemys)
            {
                yield return(new WaitForEndOfFrame());
            }
        }
        else
        {
            for (CurrentEnemy = 0; CurrentEnemy < SmallMediumNumbers.Length; CurrentEnemy += 2)
            {
                while (MediumEnemys)
                {
                    yield return(new WaitForEndOfFrame());
                }
                StartCoroutine("SmallTime", SmallMediumNumbers [CurrentEnemy]);
                while (SmallEnemys)
                {
                    yield return(new WaitForEndOfFrame());
                }
                StartCoroutine("MediumEnemy", SmallMediumNumbers [CurrentEnemy + 1]);
                while (MediumEnemys)
                {
                    yield return(new WaitForEndOfFrame());
                }
            }
        }
        StartCoroutine("LargeEnemy");
    }
Пример #13
0
    void Update()
    {
        if (NoaProcesser.IsStayBoss())
        {
            return;
        }
        if (ExistWaves.Count == 0 && SmallEnemys == true && smallFig == SmallMediumNumbers [CurrentEnemy])
        {
            SmallEnemys = false;
        }
        else if (ExistWaves.Count == 0 && MediumEnemys == true && mediumFig == SmallMediumNumbers [CurrentEnemy])
        {
            MediumEnemys = false;
        }
        for (int test = 0; test < ExistWaves.Count; test++)
        {
            if (ExistWaves [test] != null)
            {
                if (ExistWaves [test].transform.childCount == 0)
                {
                    Destroy(ExistWaves [test]);
                    ExistWaves.RemoveAt(test);
                }
            }
        }


        for (int test = 0; test < ExistWaves.Count; test++)
        {
            if (ExistWaves [test] != null)
            {
                Transform[] t = ExistWaves [test].transform.GetComponentsInChildren <Transform> ();
                foreach (Transform child in t)
                {
                    Transform[] t2 = child.transform.GetComponentsInChildren <Transform> ();
                    foreach (Transform child2 in t2)
                    {
                        if (child2.GetComponent <Transform> ().position.y < -800)
                        {
                            GameObject.Destroy(child2.gameObject);
                        }

                        if (child2.GetComponent <Transform> ().position.x < -1500 || 800 < child2.GetComponent <Transform> ().position.x)
                        {
                            GameObject.Destroy(child2.gameObject);
                        }
                    }
                }
            }
        }
    }
Пример #14
0
    protected override IEnumerator Start()
    {
        Init();
        MyProc.started = true;

        yield return(new WaitWhile(() => NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(playerSlot)));

        while (true)
        {
            yield return(new WaitWhile(() => NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(playerSlot)));

            Shot();
            yield return(new WaitForSeconds(0.01f));
        }
    }
Пример #15
0
    protected override IEnumerator Start()
    {
        Init();
        MyProc.started = true;

        yield return(new WaitUntil(() => NoaProcesser.BossProc.started));

        while (true)
        {
            if (NoaProcesser.IsStayBoss())
            {
                yield return(new WaitWhile(() => NoaProcesser.IsStayBoss()));
            }
            if (NoaProcesser.IsStayPC(playerSlot))
            {
                yield return(new WaitWhile(() => NoaProcesser.IsStayPC(playerSlot)));
            }

            InputManager();

            if (state == "Skill" || state == "Skill(KeyUp)")
            {
                skill.shot();
                yield return(new WaitForSeconds(0.01f));;
            }

            foreach (string key in shotManager.Keys)
            {
                if (state == key || state == key + "(KeyUp)")
                {
                    if (state == key + "(KeyUp)")
                    {
                        Debug.Log(key + "(KeyUp)");
                    }
                    shotManager[key].Shot();
                    continue;
                }
                else
                {
                    shotManager[key].Maintenance(state);
                }
            }

            yield return(new WaitForSeconds(0.01f));
        }
    }
Пример #16
0
    protected void Update()
    {
        float tmpTime = 0;

        if (NoaProcesser.BossProc.pausing)
        {
            tmpTime = Time.time;
        }

        if (MyProc.IsStay() || NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(param.playerSlot))
        {
            return;
        }

        if (tmpTime != 0)
        {
            pausingTime += Time.time - tmpTime;
        }

        Move();

        // f:時間経過で削除
        if (Time.time - (bornTime + pausingTime) >= param.lifeTime)
        {
            Destroy(gameObject);
        }

        // f:範囲外判定
        foreach (Transform x in GetComponentInChildren <Transform>())
        {
            if (GameManager.OutOfArea(x.position, player.playerSlot, 300))
            {
                Destroy(x.gameObject);
            }
        }

        // f:子要素(弾)がなくなったら削除
        if (transform.childCount == 0)
        {
            Destroy(this.gameObject);
        }
    }
Пример #17
0
    protected override IEnumerator Start()
    {
        if (NoaProcesser.BossProc.IsStay())
        {
            yield return(null);
        }

        Init();
        MyProc.started = true;

        while (true)
        {
            if (NoaProcesser.IsStayBoss())
            {
                yield return(null);
            }

            yield return(new WaitForSeconds(0.01f));
        }
    }
Пример #18
0
    protected void Update()
    {
        if (MyProc.IsStay() || NoaProcesser.IsStayBoss() || NoaProcesser.IsStayPC(player.playerSlot))
        {
            return;
        }

        foreach (string key in player.shotManager.Keys)
        {
            switch (player.shotManager[key].param.shotMode)
            {
            case ShotMode.SimpleShot:

                break;

            case ShotMode.ChargeShot:
                if (player.state == key && player.shotManager[key].CanChargeShot == false)
                {
                    if (chargeEffect[0].isStopped)
                    {
                        foreach (ParticleSystem x in chargeEffect)
                        {
                            x.Play();
                        }
                        changeEffectObj.gameObject.SetActive(true);
                    }
                }
                else
                {
                    changeEffectObj.gameObject.SetActive(false);
                    foreach (ParticleSystem x in chargeEffect)
                    {
                        x.Stop();
                    }
                }

                if (player.state == key && player.shotManager[key].CanChargeShot == true)
                {
                    if (chargeEffect_ready[0].isStopped)
                    {
                        foreach (ParticleSystem x in chargeEffect_ready)
                        {
                            x.Play();
                        }
                        changeEffect_readyObj.gameObject.SetActive(true);
                    }
                }
                else
                {
                    changeEffect_readyObj.gameObject.SetActive(false);
                    foreach (ParticleSystem x in chargeEffect_ready)
                    {
                        x.Stop();
                    }
                }

                break;

            case ShotMode.LimitShot:

                break;
            }
        }
    }