Пример #1
0
 // Update is called once per frame
 void Update()
 {
     if (player.transform.position.y < -loopcip.depth * loopcipcount)
     {
         TonnelLoop tail = loopcips [GameDef.TONNEL_LOOP_SIZE - 1];
         loopcips.RemoveAt(GameDef.TONNEL_LOOP_SIZE - 1);
         tail.transform.position = tail.transform.position + (Vector3.down * (loopcip.depth * GameDef.TONNEL_LOOP_SIZE));
         loopcipcount++;
         loopcips.Insert(0, tail);
     }
 }
Пример #2
0
    // Use this for initialization
    void Start()
    {
        // ステージ初期化
        for (int index = 0; index < GameDef.TONNEL_LOOP_SIZE; index++)
        {
            TonnelLoop loop = Instantiate <TonnelLoop> (loopcip);
            loop.transform.parent = transform;
            loopcips.Add(Instantiate <TonnelLoop>(loopcip));
        }

        // 外壁の初期位置を設定
        for (int index = 0; index < GameDef.TONNEL_LOOP_SIZE; index++)
        {
            Vector3 position = loopcips [GameDef.TONNEL_LOOP_SIZE - 1 - index].transform.position + Vector3.up * ((1 - index) * loopcip.depth);
            loopcips [GameDef.TONNEL_LOOP_SIZE - 1 - index].transform.position = position;
        }

        // 障害物の生成を開始
        StartCoroutine(createStage());
    }