// Start is called before the first frame update void Start() { hp = hp_max; mp = mp_max; magic_object = Instantiate(magic_prefab) as GameObject; magic_script = magic_object.GetComponent <MagicBase>(); ui = GetComponent <PlayerUI>(); //scoreとUIの初期化 score = 0; ui.SetScore(score); //distanceとUIの初期化 distance = 100000; ui.SetDistance(distance); ui.SetUIData(hp_max, mp_max); p_anim = gameObject.GetComponent <PlayerAnimator>(); scenechange = 0; timecount = 2f; cam = GameObject.Find("Main Camera"); camSprite = cam.GetComponent <CameraControll>(); }
public void MyGame() { player.typeSelection(); player.NameFunction(); MagicBase.pickPower(); weapon.GetListOfWeapons(); Play(); }
public void SetSpecialMagic(GameObject bullet) { this.special_magic_object = bullet; this.special_magic_script = bullet.GetComponent <MagicBase>(); this.special_magic_script.UseNum = 0; ui.SetSpecailBulletInfo(special_magic_script.Type, special_magic_script.UseLimit); }
public void ShootGun() { if (curWeapon == Weapons.Pistol) { //StartCoroutine(playerShooting(origTBS)); if (timeBetweenShots <= 0 && currentAmmo > 0) { currentAmmo--; MagicBase newMagic = Instantiate(magic, firePoint.position, firePoint.rotation) as MagicBase; SoundManager.instance.PlaySingle(pistolSound); //audioSource.Play(); isShooting = true; timeBetweenShots += origTBS; }/* * else if(currentAmmo <= 0) * { * StartCoroutine(Reloading(reloadTime)); * }*/ } else if (curWeapon == Weapons.Shotgun) { //StartCoroutine(playerShooting(origTBS)); if (timeBetweenShots <= 0 && currentAmmo > 0) { currentAmmo--; MagicBase newMagic = Instantiate(shotgunBullet, firePoint.position, firePoint.rotation) as MagicBase; MagicBase newBullet = Instantiate(shotgunBullet, firePoint01.position, firePoint01.rotation) as MagicBase; MagicBase newBullet2 = Instantiate(shotgunBullet, firePoint02.position, firePoint02.rotation) as MagicBase; SoundManager.instance.PlaySingle(shotgunSound); //audioSource.Play(); isShooting = true; timeBetweenShots += origTBS; }/* * else if (currentAmmo <= 0) * { * StartCoroutine(Reloading(reloadTime)); * }*/ } else if (curWeapon == Weapons.Icegun) { //StartCoroutine(playerShooting(origTBS)); if (timeBetweenShots <= 0 && currentAmmo > 0) { currentAmmo--; MagicBase newMagic = Instantiate(IceBullet, firePoint.position, firePoint.rotation) as MagicBase; SoundManager.instance.PlaySingle(icegunSound); //audioSource.Play(); isShooting = true; timeBetweenShots += origTBS; } } //Debug.Log("Shooting weapon with " + magic.magicDamage); }
public void CheckEraceSpecialBullet() { if (!this.special_magic_script.IsUseable()) { this.special_magic_script = null; this.special_magic_object = null; ui.SetSpecailBulletInfo(MagicBase.MagicType.NORMAL, 0); } }
public void Shoot() { if (timeBetweenShots <= 0) { MagicBase newMagic = Instantiate(magic, firePoint.position, firePoint.rotation) as MagicBase; newMagic.speed = magicSpeed; //play audio source timeBetweenShots = origTBS; } }
/// <summary> /// 通常弾を発射する処理 /// </summary> /// <param name="position">発射時の目標地点</param> public void Beam(Vector3 position) { MagicBase script = player.MagicScript; if (player.Mp <= 0) { return; } if (!script.gameObject.activeSelf) { if (transform.position.x > position.x) { script.gameObject.transform.position = transform.position - transform.right * 0.5f - transform.forward * 0.5f; script.MoveStart(position); player.PlusMp(-script.Cost); } } }
/// <summary> /// 特殊弾を発射するスクリプト /// </summary> /// <param name="position">発射時の目標地点</param> public void SpecialBeam(Vector3 position) { MagicBase script = player.SpecialMagicScript; if (script != null) { if (script.IsUseable() && !script.gameObject.activeSelf) { if (transform.position.x > position.x) { script.gameObject.transform.position = transform.position - transform.right * 0.5f - transform.forward * 0.5f; script.MoveStart(position); script.UseNum++; player.MessageUseSpecialBullet(); player.CheckEraceSpecialBullet(); } } } }