示例#1
0
    //private Rigidbody2D rb;

    // Use this for initialization
    void Start()
    {
        canMove = true;

        playerBase = GameObject.Find("PlayerBase");
        enemyBase  = GameObject.Find("EnemyBase");
        Neutral1   = GameObject.Find("NeutralBase1");
        Neutral2   = GameObject.Find("NeutralBase2");

        base1           = Neutral1.GetComponent <BaseStatus>();
        base2           = Neutral2.GetComponent <BaseStatus>();
        baseManager     = GameObject.Find("BaseManager").GetComponent <BaseManager>();
        unitCreateStart = GameObject.Find("GameSystem").GetComponent <UnitCreateStart>();

        rot   = true;
        rotP  = false;
        rotN1 = true;
        rotN2 = true;

        modenum = 1;
        if (gameObject.tag == "WizardUnit")
        {
            magicModeChange = GetComponent <MagicModeChange>();
            StartCoroutine("modechange");
        }
        else
        {
            magicModeChange = null;
        }
    }
示例#2
0
    private float Xrot;       //マウスの横軸の移動量の取得

    // Use this for initialization
    void Start()
    {
        canattack   = false;
        bulletSpeed = 10f;
        wait        = 1.0f;
        change      = gameObject.GetComponent <MagicModeChange>();
        status      = GetComponent <UnitStatus>();
        verRot      = GetComponent <Transform>();
        //sensitivity = 1.5f;
    }
示例#3
0
    IEnumerator comp(GameObject enemy)
    {
        yield return(new WaitForSeconds(1f));

        MagicModeChange magicModeChange = enemy.GetComponent <MagicModeChange>();

        Debug.Log(magicModeChange.attacking);
        MagicHealMode magicHealMode = enemy.GetComponent <MagicHealMode>();

        magicHealMode.circle.enabled = true;
        HealRenderer healRenderer = enemy.GetComponent <HealRenderer>();

        healRenderer.lineRenderer.enabled = true;
    }
示例#4
0
    }                                     //敵の魔法兵のカウント

    // Use this for initialization
    void Start()
    {
        Enemy    = new GameObject[10];
        Player   = new GameObject[10];
        Enecount = 1;
        int     i       = 0;                       //Enemyの配列のカウント
        int     j       = 0;                       //EnemyKindの配列のカウント
        int     size    = 2;                       //配列のサイズ
        float   vx      = -3f;                     //ユニットを生成するx軸の位置
        float   vy      = 1f;                      //ユニットを生成するy軸の位置
        Vector3 unitPos = new Vector3(vx, vy, 0f); //生成するユニットの位置

        while (Enemy[9] == null)
        {
            vy = 2f;
            while (i < size)
            {
                unitPos  = new Vector3(vx, vy, 0f);                                                          //生成するユニットの位置
                Enemy[i] = Instantiate(EnemyKind[j], unitPos, Quaternion.Euler(0f, 0f, 180f)) as GameObject; //プレイヤーの方を向き生成
                //Enemy[i].AddComponent<enemyUnitMove>(); //敵が移動できるようにする
                enemyUnitMove move = Enemy[i].GetComponent <enemyUnitMove>();
                move.unitTag = i + 1;
                UnitStatus unitStatus = Enemy[i].GetComponent <UnitStatus>();
                unitStatus.unitCheck = false;

                if (size == 10)
                {
                    MagicModeChange modeChange = Enemy[i].GetComponent <MagicModeChange>();
                    if (modeChange != null)
                    {
                        //modeChange.attacking = true;
                    }
                    //StartCoroutine(comp(Enemy[i]));
                }

                vy += 1.5f;
                i++;
            }
            vx   += 1.5f;
            i     = size;
            size += 2;
            j++;
        }

        i    = 0;
        j    = 0;
        size = 2;
        vx   = -3f;
        while (Player[9] == null)
        {
            vy = -3f;
            while (i < size)
            {
                unitPos   = new Vector3(vx, vy, 0f); //生成するユニットの位置
                Player[i] = Instantiate(PlayerKind[j], unitPos, Quaternion.identity) as GameObject;

                if (size == 10)
                {
                    MagicModeChange modeChange = Player[i].transform.Find("Ui&Unit/unit").gameObject.GetComponent <MagicModeChange>();
                    if (modeChange != null)
                    {
                        modeChange.attacking = true;
                    }
                    //StartCoroutine(comp(Player[i]));
                }

                vy -= 1.5f;
                i++;
            }
            vx   += 1.5f;
            i     = size;
            size += 2;
            j++;
        }
    }