/// <summary> /// 単発発射処理 /// </summary> void SingleShot() { marble = Instantiate(modelMarble, this.transform.position, this.transform.rotation); PlayerShotManager shotmanager = marble.GetComponent <PlayerShotManager>(); shotmanager.Create(defaultShotCurve, shotSpeed); }
void shot() { marble = Instantiate(modelMarble, this.transform.position, this.transform.rotation); PlayerShotManager shotmanager = marble.GetComponent <PlayerShotManager>(); shotmanager.Create(shotCurve, shotSpeed); waitingTime = 50.0f; fireflag = false; }
virtual protected void Shot() { marble = Instantiate(modelMarble, this.transform.position, this.transform.rotation); PlayerShotManager shotmanager = marble.GetComponent <PlayerShotManager>(); shotmanager.Create(defaultShotCurve, defaultShotSpeed); // 発射後処理 AfterShot(); }
protected override void Shot() { marble = Instantiate(modelMarble, this.transform.position, this.transform.rotation); PlayerShotManager shotmanager = marble.GetComponent <PlayerShotManager>(); shotSpeed = defaultShotSpeed; if (base.ChargeLevel == 1) { // 特殊技 Charge1Shot(); } else if (base.ChargeLevel == 2) { // 必殺技 Charge2Shot(); } shotmanager.Create(defaultShotCurve, shotSpeed); // 発射後処理 base.AfterShot(); }