void OnTriggerEnter2D(Collider2D collide) { if (collide.gameObject.tag == "Bullet") { return; } BeseObject baseObject = collide.gameObject.GetComponent <BeseObject>(); if (baseObject) { if (BeseObject.CollideType.Neutral == baseObject.colideType) { baseObject.BeDamaged(status); GameObject.Find("HitEffectManager").GetComponent <HitEffectManager>().HitEffectPlay(transform.position); battleSoundManager.PlaySound(BattleSoundManager.Type.BulletHit); Destroy(this.gameObject); } else if (colideType != baseObject.colideType && BeseObject.CollideType.None != baseObject.colideType) { baseObject.BeDamaged(status); GameObject.Find("HitEffectManager").GetComponent <HitEffectManager>().HitEffectPlay(transform.position); battleSoundManager.PlaySound(BattleSoundManager.Type.BulletHit); Destroy(this.gameObject); } } }
public void Instance(BeseObject obj, float radian) { GameObject instance; switch (obj.status.bulletElement) { case BeseObject.Elements.Nomal: instance = Instantiate(nomalbulletPrefab); battleSoundManager.PlaySound(BattleSoundManager.Type.NormalBullet, true); break; case BeseObject.Elements.Fire: instance = Instantiate(firebulletPrefab); battleSoundManager.PlaySound(BattleSoundManager.Type.FireBullet, true); break; case BeseObject.Elements.Water: instance = Instantiate(waterbulletPrefab); battleSoundManager.PlaySound(BattleSoundManager.Type.WaterBullet, true); break; case BeseObject.Elements.Wood: instance = Instantiate(woodbulletPrefab); battleSoundManager.PlaySound(BattleSoundManager.Type.WoodBullet, true); break; default: return; break; } // 場所 instance.gameObject.transform.position = obj.gameObject.transform.position; // 速度 float speed = (obj.status.valueStatus.bounceSpeed + obj.status.upSkillStatus.UpBounceSpeed) * obj.status.upSkillStatus.MAG_BounceSpeed; float dirX = Mathf.Cos(radian); float dirY = Mathf.Sin(radian); instance.GetComponent <Bullet>().velocity = new Vector2(dirX * speed, dirY * speed); // 当たり判定の種類を設定 instance.GetComponent <Bullet>().colideType = obj.GetComponent <BeseObject>().colideType; // ステータスの反映 instance.GetComponent <Bullet>().status = obj.GetComponent <BeseObject>().status.Clone(); // 親の設定 instance.transform.SetParent(GameObject.Find("TouchArea").transform); // 角度 instance.gameObject.transform.Rotate(new Vector3(0.0f, 0.0f, radian * Mathf.Rad2Deg - 90.0f)); }
// Use this for initialization void Start() { battleSoundManager = GameObject.Find("BattleSoundManager").GetComponent <BattleSoundManager>(); battleSoundManager.StopSound(BattleSoundManager.Type.BossBGM); battleSoundManager.PlaySound(BattleSoundManager.Type.GameOver, true); image = GetComponent <Image>(); image.color = new Color(1, 1, 1, alpha); blur.isBlur(); }
private void OnPressed(object sender, EventArgs e) { GameObject player = GameObject.Find("Player"); if (player) { player.GetComponent <Character>().status.bulletElement = elements; battleSoundManager.PlaySound(BattleSoundManager.Type.ChangeElement, true); } }
// Update is called once per frame void Update() { foreach (Vector3 pos in poslist) { hitEffect.transform.position = pos + _camera.transform.forward * 10; hitEffect.Emit(emitCount); battleSoundManager.PlaySound(BattleSoundManager.Type.BulletHit, true); } poslist.Clear(); }
public void NextWave(GameObject nextWave) { nextWaveBuf = nextWave; // フラグにVisibleのフラグを立てる bitFlag |= BitFlag.Visible; alpha = 0.0f; upDownFlashAlphaBuf = -upDownFlashAlpha; wave++; nextWave.GetComponent <Wave>().fontWave = this; if (!nextWave.GetComponent <Wave>().nextWave) { // フラグにBossのフラグを立てる bitFlag |= BitFlag.Boss; battleSoundManager.StopSound(BattleSoundManager.Type.BattleBGM); battleSoundManager.PlaySound(BattleSoundManager.Type.BossBGM); } }
public void SkillEffectPlay() { skillEffect.Emit(1); battleSoundManager.PlaySound(BattleSoundManager.Type.PlaySkill, true); }
// Update is called once per frame void Update() { countToDelayTime += Time.deltaTime; if (countToDelayTime >= delayTime) { countToDelayTime = 0.0f; int valueBuf = (int)(value * doubleValueBuf); switch (type) { case 0: // 経験値の処理 if ((questInfo.experience - valueBuf) < 0) { playerInfo.currentExperience += questInfo.experience; questInfo.experience = 0; } else { questInfo.experience -= valueBuf; playerInfo.currentExperience += valueBuf; battleSoundManager.PlaySound(BattleSoundManager.Type.Up); } break; case 1: // お金の処理 if ((questInfo.gold - valueBuf) < 0) { playerInfo.gold += questInfo.gold; questInfo.gold = 0; } else { questInfo.gold -= valueBuf; playerInfo.gold += valueBuf; battleSoundManager.PlaySound(BattleSoundManager.Type.Up); } break; } } // レベルを上げる if ((playerInfo.currentExperience / playerInfo.nextExperience) != 0) { int upLevel = playerInfo.currentExperience / playerInfo.nextExperience; playerInfo.level += upLevel; playerInfo.currentExperience = playerInfo.currentExperience % playerInfo.nextExperience; } lv.num = playerInfo.level; experience.num = playerInfo.currentExperience; nextExperience.num = playerInfo.nextExperience; gold.num = playerInfo.gold; countToDoubleTime += Time.deltaTime; if ((type >= 0) && (countToDoubleTime >= doubleTime)) { countToDoubleTime = 0.0f; doubleValueBuf *= doubleValue; } }