/// <summary> /// 반원 배치로 2단계 탄 발사 /// </summary> private IEnumerator PatternD_2_HalfCirclePlaced() { // 반원 배치로 빠르게 진행하다가 하단으로 천천히 떨어짐 const float speed1 = 0.05f; const float speed2 = 0.01f; const int phase1Duration = 30; const int count = 12; const float angleRange = 100.0f / 360.0f; const float startAngleOffset = (angleRange / (float)(count - 1)) / 2.0f; const int interval = 20; const string shape = "Common/Bullet_Blue"; for (int frame = 0; frame < (_patternDPartDuration / 2); ++frame) { if (frame % interval == 0) { float startAngle = 0.75f + GameSystem._Instance.GetRandomRange(-startAngleOffset, startAngleOffset); for (int i = 0; i < count; ++i) { PlacedBullet b = GameSystem._Instance.CreateBullet<PlacedBullet>(); b.InitNoStop(shape, this._X, this._Y, startAngle + angleRange * ((float)i / (count - 1) - 0.5f), speed1 , phase1Duration, 0.75f, speed2); } } yield return null; } }
/// <summary> /// 이후 패턴을 위한 안전선 /// </summary> private void PatternD_2_SafetyLine() { const float speed1 = 0.0045f; const float speed2 = 0.01f; const int phase1Duration = 480; const int count = 10; const string shape = "Common/Bullet_Red"; float startX = GameSystem._Instance._MinX; float gapX = (GameSystem._Instance._MaxX - GameSystem._Instance._MinX) / (count - 1); float y = GameSystem._Instance._MaxY; for (int i = 0; i < count; ++i) { // 아래로 내려오다가 // 페이즈 2 때 절반은 왼쪽으로, 절반은 오른쪽으로 사라짐 PlacedBullet b = GameSystem._Instance.CreateBullet<PlacedBullet>(); b.InitNoStop(shape, startX + (i * gapX), y, 0.75f, speed1 , phase1Duration, (i < (count / 2) ? 0.5f : 0.0f), speed2); } }