protected override void Move(int _shooterNum) { warningSquare = FavoriteFunction.WarningSquare(transform.position, 1f, 10f); warningSquare.transform.localScale = new Vector3(30f, 0.75f, 1f); StartCoroutine(MoveCircle()); }
protected override void Move(int _shooterNum) { irisBullet2Num_Temp = bulNum; Debug.Log("Move : " + irisBullet2Num_Temp); speed = 8f; rotatingAngle += (irisBullet2Num_Temp * (3.14f / 18f)); DVector = FavoriteFunction.VectorCalc(gameObject, oNum); rotatingAngle += DVector.y > 0 ? Vector3.AngleBetween(DVector, Vector3.right) : -Vector3.AngleBetween(DVector, Vector3.right); if (_shooterNum == 1) { transform.Rotate(0f, 0f, 0f); } else { transform.Rotate(0f, 180f, 0f); } Vector3 dVector_Temp = DVector; dVector_Temp.x = Mathf.Cos(rotatingAngle); dVector_Temp.y = Mathf.Sin(rotatingAngle); dVector_Temp.Normalize(); rgbd.velocity = dVector_Temp * speed; }
void Start() { FavoriteFunction.ObjectRotation(directionVector, gameObject); bSpd = 0.5f; start_position = transform.position; skill3_bullet = Resources.Load("Characters/Diana/Bullet/Diana_skill3_bullet_Child") as GameObject; }
void Start() { bSpd = 0.8f; FavoriteFunction.ObjectRotation(directionVector, gameObject); AutoDestroy(); }
IEnumerator WarningAttack_IrisSkill4() { Bullet bul; warningSquare = FavoriteFunction.WarningSquare(transform.position, 1f, 1f); warningSquare.transform.localScale = new Vector3(30f, 0.25f, 1f); DVector = FavoriteFunction.VectorCalc(gameObject, oNum); DVector.Normalize(); rotatingAngle = DVector.y > 0 ? Vector3.Angle(DVector, Vector3.right) : -Vector3.Angle(DVector, Vector3.right); warningSquare.transform.Rotate(Vector3.forward, rotatingAngle); bul = PhotonNetwork.Instantiate("TargetStatic", PlayerManager.instance.GetPlayerByNum(oNum).transform.position, Quaternion.identity, 0).GetComponent <Bullet>(); bul.Init(shooterNum); PhotonView view = bul.gameObject.GetComponent <PhotonView>(); yield return(new WaitForSeconds(0.5f + (bulNum * 0.1f))); Destroy(warningSquare); if (PlayerManager.instance.GetPlayerByNum(shooterNum) == PlayerManager.instance.Local) { bul = PhotonNetwork.Instantiate ("Iris_Skill4Line", transform.position, Quaternion.identity, 0).GetComponent <Bullet>(); bul.Init(shooterNum, view.viewID); DestroyToServer(); } }
// Use this for initialization void Start() { directionVector = FavoriteFunction.VectorCalculator(pNum_Bullet, transform); FavoriteFunction.ObjectRotation(directionVector, gameObject); StartCoroutine(Move_IrisSkil4Bullet()); }
void Start() { directionVector = new Vector3(FavoriteFunction.VectorCalculator(pNum_Bullet, transform).x, 0f, 0f).normalized; //총알의 방향 : 직선 bSpd = 0.5f; FavoriteFunction.ObjectRotation(directionVector, gameObject); start_position = transform.position; skill3_bullet = Resources.Load("Characters/Diana/Bullet/Diana_skill3_bullet") as GameObject; }
// Use this for initialization void Start() { directionVector = FavoriteFunction.VectorCalculator(pNum_Bullet, transform); //총알의 방향 : 쏘는 순간의 상대의 위치로 bSpd = 30f; FavoriteFunction.ObjectRotation(directionVector, gameObject); AutoDestroy(); }
protected override void Move(int _shooterNum) { DVector = FavoriteFunction.VectorCalc(gameObject, oNum); FavoriteFunction.RotateBullet(gameObject); speed = 6f; rgbd.velocity = DVector * speed; StartCoroutine(shooterBullet()); }
// Use this for initialization void Start() { directionVector = FavoriteFunction.VectorCalculator(pNum_Bullet, transform); bSpd = 60f; // 20의 속도 10의 속도 = 30f FavoriteFunction.ObjectRotation(directionVector, gameObject); AutoDestroy(); }
protected override void Move(int _shooterNum) { start_position = transform.position; speed = 10000; DVector = commuObject.GetComponent <Bullet> ().DVector; FavoriteFunction.RotateBullet(gameObject); rgbd.velocity = DVector * speed; StartCoroutine(stay()); }
protected override void Move(int _shooterNum) { oPosition = PlayerManager.instance.GetPlayerByNum(oNum).transform.position; DVector = FavoriteFunction.VectorCalc(gameObject, oNum); FavoriteFunction.RotateBullet(gameObject); speed = 6f; rgbd.velocity = DVector * speed; }
public IEnumerator skill1_bullet(int pNum) { while (count < 6) { count++; FavoriteFunction.BulletInstantiate(skill1_Bullet, pNum, transform); yield return(new WaitForSeconds(continue_bullet)); } count = 0; }
protected override void Move(int _shooterNum) { oPosition_Temp = PlayerManager.instance.GetPlayerByNum(oNum).transform.position; warning_Temp = FavoriteFunction.WarningCircle(oPosition_Temp, 2f, 3f); DVector = FavoriteFunction.VectorCalc(gameObject, oNum); FavoriteFunction.RotateBullet(gameObject); StartCoroutine(Accel_IrisBullet1()); }
// Update is called once per frame void Update() { ShootBullet(); deltaDistance = Vector3.Distance(start_position, transform.position); if (deltaDistance > 10f) { FavoriteFunction.BulletInstantiate(skill3_bullet, pNum_Bullet, transform); Destroy(gameObject); } }
IEnumerator MoveIrisSKill3Targeting() { while (true) { DVector = FavoriteFunction.VectorCalc(gameObject, oNum); rgbd.velocity = DVector * speed; yield return(null); } }
protected override void Move(int _shooterNum) { angle = commuObject.GetComponent <Diana_Bullet1>().direction == 1 ? 75f * Mathf.Deg2Rad : -75f * Mathf.Deg2Rad; DVector = commuObject.GetComponent <Diana_Bullet1>().DVector + new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0f); DVector = DVector.normalized; transform.Translate(DVector * commuObject.GetComponent <Diana_Bullet1>().direction *commuObject.GetComponent <Diana_Bullet1>().position); FavoriteFunction.RotateBullet(gameObject); speed = 6f; rgbd.velocity = DVector * speed; }
IEnumerator Create_Bullet() { while (true) { created_bullet.GetComponent <Diana_skill1_created_bullet>().directionVector = create_bullet_vector1; //방향 선정 FavoriteFunction.BulletInstantiate(created_bullet, pNum_Bullet, transform); // 총알 생성 created_bullet.GetComponent <Diana_skill1_created_bullet>().directionVector = create_bullet_vector2; FavoriteFunction.BulletInstantiate(created_bullet, pNum_Bullet, transform); yield return(new WaitForSeconds(reload_bullet_time)); //총알이 퍼질때의 간격 } }
public override IEnumerator NomalAttack() { yield return(new WaitForSeconds(1f)); while (true) { FavoriteFunction.BulletInstantiate(nomalBullet, pNum, transform); yield return(new WaitForSeconds(1f)); } }
GameObject created_bullet; //생성되는 총알 void Start() { directionVector = FavoriteFunction.VectorCalculator(pNum_Bullet, transform); //총알의 방향 : 쏘는 순간의 상대의 위치로 bSpd = 0.7f; FavoriteFunction.ObjectRotation(directionVector, gameObject); created_bullet = Resources.Load("Characters/Diana/Bullet/created_bullet") as GameObject; create_bullet_vector1 = Vector3.Cross(directionVector, new Vector3(0f, 0f, 1f)).normalized; create_bullet_vector2 = Vector3.Cross(directionVector, new Vector3(0f, 0f, -1f)).normalized; AutoDestroy(); StartCoroutine(Create_Bullet()); }
public virtual IEnumerator NomalAttack() { yield return(new WaitForSeconds(1f)); while (true) { if (nomalBullet != null) { FavoriteFunction.BulletInstantiate(nomalBullet, pNum, transform); } yield return(new WaitForSeconds(1f)); } }
IEnumerator BombIrisMoth() { GameObject[] mothBullet_Temp = new GameObject[6]; yield return(new WaitForSeconds(2f)); mothBullet_Temp = FavoriteFunction.CreateBulletCircle(0.5f, 8, mothBullet, transform, pNum_Bullet); for (int i = 0; i < 8; i++) { mothBullet_Temp[i].GetComponent <Bullet_IrisMothBullet>().Start_MothBullet(1, i, mothBullet); mothBullet_Temp[i].transform.localScale *= 1.2f; } Destroy(gameObject); }
protected void division() { float angle; angle = Random.Range(-20f, 20f); skill3_bullet.GetComponent <Diana_skill3_child>().directionVector = new Vector3(directionVector.x * Mathf.Cos(angle * Mathf.Deg2Rad), Mathf.Sin(angle * Mathf.Deg2Rad), 0f); FavoriteFunction.BulletInstantiate(skill3_bullet, pNum_Bullet, transform); angle = Random.Range(20f, 60f); Debug.Log(angle); skill3_bullet.GetComponent <Diana_skill3_child> ().directionVector = new Vector3(directionVector.x * Mathf.Cos(angle * Mathf.Deg2Rad), Mathf.Sin(angle * Mathf.Deg2Rad), 0f); FavoriteFunction.BulletInstantiate(skill3_bullet, pNum_Bullet, transform); angle = Random.Range(-60f, -20f); skill3_bullet.GetComponent <Diana_skill3_child> ().directionVector = new Vector3(directionVector.x * Mathf.Cos(angle * Mathf.Deg2Rad), Mathf.Sin(angle * Mathf.Deg2Rad), 0f); FavoriteFunction.BulletInstantiate(skill3_bullet, pNum_Bullet, transform); }
IEnumerator CreateTigerMoth(Transform myTransform, int pNum) { GameObject tigerMoth_Temp; tigerMoth_Temp = FavoriteFunction.BulletInstantiate(tigerMoth, pNum, myTransform); tigerMoth_Temp.GetComponent <Bullet_IrisMoth>().mothBullet = tigerMothBullet; yield return(new WaitForSeconds(0.5f)); tigerMoth_Temp = FavoriteFunction.BulletInstantiate(tigerMoth, pNum, myTransform); tigerMoth_Temp.GetComponent <Bullet_IrisMoth>().mothBullet = tigerMothBullet; yield return(new WaitForSeconds(0.5f)); tigerMoth_Temp = FavoriteFunction.BulletInstantiate(tigerMoth, pNum, myTransform); tigerMoth_Temp.GetComponent <Bullet_IrisMoth>().mothBullet = tigerMothBullet; }
public override IEnumerator NomalAttack() { yield return(new WaitForSeconds(1f)); while (true) { if (bullet_count == 0) { probablity = Random.Range(0f, 100f); if (probablity < 70f) { yield return(new WaitForSeconds(1.2f)); bullet_count = bullet_max; } else { yield return(new WaitForSeconds(0.6f)); bullet_count = bullet_max; // 크리티컬 터짐 + 앞으로 임펙트 추가해야함 } } else { if (skill1_start == true) { skill1_start = false; Debug.Log(skill1_start); yield return(StartCoroutine(gameObject.GetComponent <Diana_skill1>().skill1_bullet(pNum))); bullet_count = 0; } else { FavoriteFunction.BulletInstantiate(nomalBullet, pNum, transform); bullet_count--; yield return(new WaitForSeconds(0.2f)); } } } }
protected override void Move(int _shooterNum) { explosion_scale = 4f; speed = 7f; start_position = transform.position; if (commuObject.GetComponent <Diana_Bullet2_data> ().type == 1) { angle = Random.Range(-60f, -20f) * Mathf.Deg2Rad; } else if (commuObject.GetComponent <Diana_Bullet2_data> ().type == 2) { angle = Random.Range(-20f, 20f) * Mathf.Deg2Rad; } else { angle = Random.Range(20f, 60f) * Mathf.Deg2Rad; } DVector = new Vector3(1 * Mathf.Cos(angle), 1 * Mathf.Sin(angle), 0); FavoriteFunction.RotateBullet(gameObject); rgbd.velocity = DVector * speed; StartCoroutine(collision()); }
IEnumerator MoveIrisMoth() { Vector3 directionVector; for (int i = 0; i <= 7; i++) { directionVector = FavoriteFunction.VectorCalculator(pNum_Bullet, transform); transform.position += directionVector * bSpd; yield return(new WaitForSeconds(0.1f)); } directionVector = FavoriteFunction.VectorCalculator(pNum_Bullet, transform); bSpd = 2f; while (true) { transform.position += directionVector * bSpd; yield return(null); } }
protected override void skill3() { FavoriteFunction.BulletInstantiate(skill3_bullet_parent, pNum, transform); }
void DirectionVectorCal(int bulletCount) { directionVector = FavoriteFunction.VectorCalculationCircle(bulletCount, 8); }