Пример #1
0
    /// <summary>
    /// 次に生成する障害物を取得する
    /// </summary>
    /// <returns>選択された障害物</returns>
    StageCip getNextStageCip()
    {
        // ランダムで選択する
        int      stageCipIndex = Random.Range(0, stagecips.Count);
        StageCip nextStageCip  = stagecips [stageCipIndex];

        return(nextStageCip);
    }
Пример #2
0
    /// <summary>
    /// 障害物の生成処理
    /// </summary>
    /// <param name="stageCip">生成する障害物</param>
    /// <param name="creatPointDepth">生成する深さ</param>
    /// <param name="count">生成中の障害物のカウント</param>
    void createStageCip(StageCip stageCip, float creatPointDepth, int count)
    {
        StageCip cip = Instantiate <StageCip> (stageCip);

        cip.transform.position = Vector3.up * creatPointDepth;

        switch (cip.generatedPattern)
        {
        case GameDef.StageCipGeneratedPattern.LINER:
            // 線形に回転する
            cip.transform.Rotate(Vector3.up, cip.rotateValue * count + cip.initialValue);
            break;

        case GameDef.StageCipGeneratedPattern.PING_PONG:
            // 半分まで生成すると回転が逆転する
            if (count < cip.repeatCount / 2)
            {
                cip.transform.Rotate(Vector3.up, cip.rotateValue * count + cip.initialValue);
            }
            else
            {
                cip.transform.Rotate(Vector3.up, cip.rotateValue * (cip.repeatCount - count) + cip.initialValue);
            }
            break;

        case GameDef.StageCipGeneratedPattern.RANDOM:
            // ランダムで生成する
            if (cip.rotateValue != 0.0f)
            {
                cip.transform.Rotate(Vector3.up, cip.rotateValue * Random.Range(0, (360.0f / cip.rotateValue)) + cip.initialValue);
            }
            else
            {
                cip.transform.Rotate(Vector3.up, cip.initialValue);
            }
            break;
        }
    }