示例#1
0
    public G20_Enemy EnemyPop(G20_EnemyType enemyType, Vector3 position, G20_EnemyPopType popType = G20_EnemyPopType.RISE_UP)
    {
        // 敵のオブジェクト生成
        var ene = popEnemySelector.GetPopEnemy(enemyType);

        ene.transform.SetParent(transform.parent);

        G20_SEManager.GetInstance().Play(G20_SEType.SUMMON_APPLE, position + new Vector3(0, 0.02f, 0));
        // 出現演出
        switch (popType)
        {
        case G20_EnemyPopType.RISE_UP:
            //敵の召喚エフェクト生成(少し魔法陣を浮かす)
            G20_EffectManager.GetInstance().Create(G20_EffectType.SUMMON_APPLE, position + new Vector3(0, 0.02f, 0));
            ene.transform.position = position + new Vector3(0, riseUpDifY, 0);
            StartCoroutine(RiseUp(ene));
            break;

        case G20_EnemyPopType.WALK_FORWARD:
            G20_EffectManager.GetInstance().Create(G20_EffectType.SUMMON_APPLE_VERT, position);
            position.y             = 0f;
            ene.transform.position = position + new Vector3(0, 0, walkForwardDifZ);
            StartCoroutine(WalkForward(ene));
            break;
        }

        var enemy = ene.GetComponent <G20_Enemy>();

        //enemyのbuffを設定
        G20_EnemyBuff enemy_buff = null;

        if (onPopSpeedBuffValue != 0)
        {
            enemy_buff = new G20_SpeedBuff(enemy, 100.0f, onPopSpeedBuffValue);
        }

        if (enemy_buff != null)
        {
            enemy.AddBuff(enemy_buff);
        }
        // 敵情報保存
        G20_EnemyCabinet.GetInstance().RegisterEnemy(enemy);

        //敵情報破棄を敵が死んだときに実行
        enemy.OnDestroyAction += G20_EnemyCabinet.GetInstance().UnregisterEnemy;

        return(enemy);
    }
示例#2
0
    void SequenceUpdate()
    {
        // Enemyをポップするかの判定
        var nowStatus = popSequenceList[sequenceCounter];

        if ((nowStatus.sequencePopType == SequencePopType.PATERN ||
             (nowStatus.sequencePopType == SequencePopType.CUE && popCueList.Count > 0)) &&
            popTimer >= nowStatus.popIntervalTime &&
            enemyCabinet.enemyCount < nowStatus.limitEnemyCount)
        {
            popTimer = 0.001f;

            int popCount = nowStatus.popEnemyCountByOneChance;

            List <int> poppedNumberList = new List <int>();

            while (popCount > 0 &&
                   enemyCabinet.enemyCount < nowStatus.limitEnemyCount)
            {
                if (nowStatus.sequencePopType == SequencePopType.CUE && popCueList.Count <= 0)
                {
                    // キューが出尽くしている
                    break;
                }

                PopEnemyCue cue = new PopEnemyCue();

                switch (nowStatus.sequencePopType)
                {
                case SequencePopType.CUE:
                    // キューの先頭から抜き出す
                    cue = popCueList[0];
                    popCueList.RemoveAt(0);
                    break;

                case SequencePopType.PATERN:
                    switch (nowStatus.popPaternType)
                    {
                    case PopPaternType.PATERN_A:
                        cue = paternA.cueList[paternCueCounter];
                        paternCueCounter++; if (paternCueCounter >= paternA.cueList.Length)
                        {
                            paternCueCounter = 0;
                        }
                        break;

                    case PopPaternType.PATERN_B:
                        cue = paternB.cueList[paternCueCounter];
                        paternCueCounter++; if (paternCueCounter >= paternB.cueList.Length)
                        {
                            paternCueCounter = 0;
                        }
                        break;

                    case PopPaternType.PATERN_C:
                        cue = paternC.cueList[paternCueCounter];
                        paternCueCounter++; if (paternCueCounter >= paternC.cueList.Length)
                        {
                            paternCueCounter = 0;
                        }
                        break;

                    case PopPaternType.PATERN_D:
                        cue = paternD.cueList[paternCueCounter];
                        paternCueCounter++; if (paternCueCounter >= paternD.cueList.Length)
                        {
                            paternCueCounter = 0;
                        }
                        break;

                    case PopPaternType.PATERN_E:
                        cue = paternE.cueList[paternCueCounter];
                        paternCueCounter++; if (paternCueCounter >= paternE.cueList.Length)
                        {
                            paternCueCounter = 0;
                        }
                        break;

                    case PopPaternType.PATERN_F:
                        cue = paternF.cueList[paternCueCounter];
                        paternCueCounter++; if (paternCueCounter >= paternF.cueList.Length)
                        {
                            paternCueCounter = 0;
                        }
                        break;

                    case PopPaternType.PATERN_G:
                        cue = paternG.cueList[paternCueCounter];
                        paternCueCounter++; if (paternCueCounter >= paternG.cueList.Length)
                        {
                            paternCueCounter = 0;
                        }
                        break;

                    case PopPaternType.PATERN_H:
                        cue = paternH.cueList[paternCueCounter];
                        paternCueCounter++; if (paternCueCounter >= paternH.cueList.Length)
                        {
                            paternCueCounter = 0;
                        }
                        break;

                    default:
                        break;
                    }
                    break;

                default:
                    break;
                }

                popCount--;
                int positionNumber = 0;

                //0以下だったらランダム処理
                if (cue.positionNumber <= 0)
                {
                    int minNum = 0;
                    int maxNum = 0;
                    SetMinMAx(cue.positionNumber, out minNum, out maxNum);
                    positionNumber = GetRandomPopNumber(poppedNumberList, minNum, maxNum);
                }
                else
                {
                    positionNumber = cue.positionNumber - 1;
                }

                if (positionNumber < 0 || popPositions.Length - 1 < positionNumber)
                {
                    Debug.LogError("ポップ位置の選択が不正");
                }
                Vector3 _popPos = popPositions[positionNumber].transform.position;
                poppedNumberList.Add(positionNumber);

                G20_EnemyPopType popType = G20_EnemyPopType.RISE_UP;

                if (positionNumber <= 19)
                {
                    popType = G20_EnemyPopType.RISE_UP;
                }
                else if (20 <= positionNumber && positionNumber <= 23)
                {
                    popType = G20_EnemyPopType.WALK_FORWARD;
                }

                // 敵出現
                var enemy = enemyPopper.EnemyPop(cue.enemyType, _popPos, popType);

                if (sequenceCounter == 0)
                {
                    // 最初の敵にはチュートリアル的なターゲットサークルを出す
                    var eff = G20_EffectManager.GetInstance().Create(G20_EffectType.TARGETING_LINE, enemy.Head.position);
                    eff.transform.parent = enemy.Head;
                    enemy.deathActions  += (a, b) => Destroy(eff);
                }

                // 同時に試しにステージ脇リンゴ生成
                //G20_ScoreApplePopper.GetInstance().PopSameAppleWithEnemy(cue.enemyType);

                // スピードバフ
                G20_SpeedBuff speedBuff = null;
                if (nowStatus.speedBuffValue != 0)
                {
                    speedBuff = new G20_SpeedBuff(enemy, 100.0f, nowStatus.speedBuffValue);
                }

                if (speedBuff != null)
                {
                    enemy.AddBuff(speedBuff);
                }
            }
        }
    }