示例#1
0
        public void init(ref Vector3 position, ref Quaternion rotation, float speed, double stop_time)
        {
            base.init();
            rigidbody_.init(ref position, ref rotation);
            var dir      = rotation * CV.Vector3Up;
            var velocity = dir * speed;

            rigidbody_.setVelocity(velocity);
            collider_ = MyCollider.createEnemyBullet();
            MyCollider.initSphereEnemyBullet(collider_, ref position, 0.5f /* radius */);
            stop_time_ = stop_time;
        }
示例#2
0
        public void init(ref Vector3 position, ref Quaternion rotation, float speed, double update_time)
        {
            base.init();
            var dir      = rotation * CV.Vector3Forward;
            var velocity = dir * speed;
            var pos      = position + velocity * 0.02f;

            rigidbody_.init(ref pos, ref rotation);
            rigidbody_.setVelocity(velocity);
            collider_ = MyCollider.createEnemyBullet();
            MyCollider.initSphereEnemyBullet(collider_, ref position, 0.5f /* radius */);
            start_   = update_time;
            beam_id_ = Beam.Instance.spawn(0.5f /* width */, Beam.Type.EnemyBullet);
        }
示例#3
0
        public void init(ref Vector3 position,
                         ref Quaternion rotation,
                         float speed,
                         float width,
                         float length,
                         double update_time)
        {
            base.init();
            rigidbody_.init(ref position, ref rotation);
            var dir      = rotation * CV.Vector3Forward;
            var velocity = dir * speed;

            rigidbody_.setVelocity(velocity);
            collider_ = MyCollider.createEnemyBullet();
            MyCollider.initSphereEnemyBullet(collider_, ref position, width);
            start_   = update_time;
            length_  = length;
            beam_id_ = Beam2.Instance.spawn(width, Beam2.Type.EnemyBullet);
        }
示例#4
0
        public void init(ref Vector3 position, ref Vector3 target, float speed, float update_time)
        {
            var rotation = Quaternion.LookRotation(target - position);

            base.init(ref position, ref rotation);
            var dir      = rotation * CV.Vector3Forward;
            var velocity = dir * speed;

            rigidbody_.setVelocity(velocity);
            collider_ = MyCollider.createEnemyBullet();
            MyCollider.initSphereEnemyBullet(collider_, ref position, 0.25f /* radius */);
            start_   = update_time;
            beam_id_ = Beam.Instance.spawn(0.5f /* width */, Beam.Type.EnemyBullet);
            // beam_id_ = Beam2.Instance.spawn(ref rigidbody_.transform_.position_,
            //                              ref dir,
            //                              1f /* length */,
            //                              speed,
            //                              ref col,
            //                              0.5f /* width */);
        }