// Update is called once per frame void Update() { if (FindPlayerR) { Vector3 PlayerPos1; PlayerPos1 = FindPlayer().transform.position; WhereToFireRC1 = PlayerPos1 - FirePos1.transform.position; WhereToFireRC2 = PlayerPos1 - FirePos2.transform.position; WhereToFireRC3 = PlayerPos1 - FirePos3.transform.position; } if (TimerOn) { time++; if (time == reload) { //Debug.Log ("대포 발사1"); GameObject enemyBullet1 = ObjectPooling.pool.GetPoolObject_EnemyBullet(); if (enemyBullet1 == null) { return; } enemyBullet1.transform.position = FirePos1.transform.position; enemyBullet1.transform.GetChild(0).GetComponent <TrailRenderer>().Clear(); enemyBullet1.SetActive(true); R1.Play(); enemyBullet1.GetComponent <Rigidbody> ().velocity = WhereToFireRC1.normalized * bullectRSpeed; } else if (time == reload * 2) { GameObject enemyBullet2 = ObjectPooling.pool.GetPoolObject_EnemyBullet(); if (enemyBullet2 == null) { return; } enemyBullet2.transform.position = FirePos2.transform.position; enemyBullet2.transform.GetChild(0).GetComponent <TrailRenderer>().Clear(); enemyBullet2.SetActive(true); R2.Play(); enemyBullet2.GetComponent <Rigidbody>().velocity = WhereToFireRC2.normalized * bullectRSpeed; } else if (time == reload * 3) { GameObject enemyBullet3 = ObjectPooling.pool.GetPoolObject_EnemyBullet(); if (enemyBullet3 == null) { return; } enemyBullet3.transform.position = FirePos3.transform.position; enemyBullet3.transform.GetChild(0).GetComponent <TrailRenderer>().Clear(); enemyBullet3.SetActive(true); R3.Play(); enemyBullet3.GetComponent <Rigidbody>().velocity = WhereToFireRC3.normalized * bullectRSpeed; time = 0; TimerOn = false; } } else { FindPlayerR = false; } }
// Update is called once per frame void Update() { if (FindEnemyR) { Vector3 closeEnemyPos1; Vector3 closeEnemyPos2; Vector3 closeEnemyPos3; if (GameObject.FindGameObjectWithTag("EnemyR") != null) { CloseEn1 = FindClosestEnemyC1(); CloseEn2 = FindClosestEnemyC2(); CloseEn3 = FindClosestEnemyC3(); closeEnemyPos1 = new Vector3(CloseEn1.transform.position.x, CloseEn1.transform.position.y, CloseEn1.transform.position.z); closeEnemyPos2 = new Vector3(CloseEn2.transform.position.x, CloseEn2.transform.position.y, CloseEn2.transform.position.z); closeEnemyPos3 = new Vector3(CloseEn3.transform.position.x, CloseEn3.transform.position.y, CloseEn3.transform.position.z); WhereToFireRC1 = closeEnemyPos1 - Fire_1.position; WhereToFireRC2 = closeEnemyPos2 - Fire_2.position; WhereToFireRC3 = closeEnemyPos3 - Fire_3.position; } else { time = 0; } } if (TimerOn) { time++; if (time == reload) { Vector3 FirePos_1 = Fire_1.position; //TempBulletRC1 = Instantiate (BulletRC1, FirePos_1, BulletRC1.transform.rotation) as GameObject; GameObject Bullet = ObjectPooling.pool.GetPoolObject_Bullet(); if (Bullet == null) { return; } Bullet.GetComponent <BulletCtrl> ().Enemy = CloseEn1; Bullet.transform.position = FirePos_1; Bullet.SetActive(true); R1.Play(); Bullet.GetComponent <Rigidbody> ().velocity = WhereToFireRC1.normalized * bullectRSpeed; Bullet.GetComponent <TrailRenderer> ().Clear(); } else if (time == reload * 2) { Vector3 FirePos_2 = Fire_2.position; //TempBulletRC2 = Instantiate (BulletRC2, FirePos_2, BulletRC2.transform.rotation); GameObject Bullet = ObjectPooling.pool.GetPoolObject_Bullet(); if (Bullet == null) { return; } Bullet.GetComponent <BulletCtrl> ().Enemy = CloseEn2; Bullet.transform.position = FirePos_2; Bullet.SetActive(true); R2.Play(); Bullet.GetComponent <Rigidbody> ().velocity = WhereToFireRC2.normalized * bullectRSpeed; Bullet.GetComponent <TrailRenderer> ().Clear(); } else if (time == reload * 3) { Vector3 FirePos_3 = Fire_3.position; //TempBulletRC3 = Instantiate (BulletRC3, FirePos_3, BulletRC3.transform.rotation); GameObject Bullet = ObjectPooling.pool.GetPoolObject_Bullet(); if (Bullet == null) { return; } Bullet.GetComponent <BulletCtrl> ().Enemy = CloseEn3; Bullet.transform.position = FirePos_3; Bullet.SetActive(true); R3.Play(); Bullet.GetComponent <Rigidbody> ().velocity = WhereToFireRC3.normalized * bullectRSpeed; Bullet.GetComponent <TrailRenderer> ().Clear(); time = 0; TimerOn = false; } } else { FindEnemyR = false; } }