// Update is called once per frame void Update() { float delta = (360.0f / numBullets); counter += Time.deltaTime; if (counter > duration) { counter -= duration; for (int i = 1; i <= numBullets; i++) { float angle; if (b) { angle = i * delta + (delta / 2); } else { angle = i * delta; } BaseBullet.Create(Bullet, transform.position, angle); } b = !b; } }
void Shoot() { for (int nAngle = 0; nAngle <= 180; nAngle += 10) { m_cCreateBullet = Instantiate(m_cBulletPrefab); m_cCreateBullet.transform.parent = m_cBulletParent; m_scBaseBullet = m_cCreateBullet.GetComponent <BaseBullet>(); Quaternion stRotation = m_cGun.rotation; m_cGun.Rotate(new Vector3(0f, 0f, -90f + nAngle + m_nCircleState)); m_scBaseBullet.Create(m_cGun.position, m_cGun.rotation, new Vector3(1f, 1.5f), 1, 10f, transform.tag); m_cGun.rotation = stRotation; } if (m_bCircleState == true) { if (m_nCircleState == 0) { m_nCircleState = 15; } else if (m_nCircleState == 15) { m_nCircleState = -15; } else if (m_nCircleState == -15) { m_nCircleState = 0; } } }
void Shoot() { m_cCreateBullet = Instantiate(m_cBulletPrefab); m_cCreateBullet.transform.parent = m_cBulletParent; m_scBaseBullet = m_cCreateBullet.GetComponent <BaseBullet>(); m_scBaseBullet.Create(m_cGun.position, m_cGun.rotation, new Vector3(1f, 1.5f), 1, 10f, transform.tag); }
// Update is called once per frame void Update() { counter += Time.deltaTime; if (counter > duration) { counter -= duration; BaseBullet.Create(Bullet, transform.position, lastAngle); lastAngle += delta; } }
// Update is called once per frame void Update() { var p = Player.Instance.transform; Vector2 pos = p.position; Vector2 enemyPosition = gameObject.transform.position; Vector2 diff = enemyPosition - pos; float diffAngle = diff.GetAngle() * Mathf.Rad2Deg + 180; float delta = 10.0f; counter += Time.deltaTime; if (counter > duration) { counter -= duration; /* * if (diffAngle > 360) * { * diffAngle -= 360; * } * if (diffAngle < 0) * { * diffAngle += 360; * } */ //BaseBullet.Create(Bullet, transform.position, diffAngle); for (int i = 0; i < numBullets; i++) { var d = (numBullets - 1) / 2.0f; var o = (i * offset) - d * offset; BaseBullet.Create(Bullet, transform.position, diffAngle + o); } /*for (int i = 1; i <= 3; i++) * { * BaseBullet.Create(Bullet, transform.position, diffAngle); * * * * * } */ } }
// Update is called once per frame void Update() { var p = Player.Instance.transform; Vector2 pos = p.position; Vector2 enemyPosition = gameObject.transform.position; Vector2 diff = enemyPosition - pos; float diffAngle = diff.GetAngle() * Mathf.Rad2Deg + 180; float delta = (360.0f / numBullets); float angleToPlayer = Mathf.Atan2(p.transform.position.y, p.transform.position.x) * Mathf.Rad2Deg; counter += Time.deltaTime; if (counter > duration) { counter -= duration; /* * if (diffAngle > 360) * { * diffAngle -= 360; * } * if (diffAngle < 0) * { * diffAngle += 360; * } */ if (b) { BaseBullet.Create(firstBullet, transform.position, diffAngle); } else { float angle = 0.0f; for (int i = 1; i <= numBullets; i++) { BaseBullet.Create(Bullet, transform.position, angle); angle += delta; } } b = !b; } }
void Shoot() { for (int nIndex = -1; nIndex < 2; nIndex++) { m_cCreateBullet = Instantiate(m_cBulletPrefab); m_cCreateBullet.transform.parent = m_cBulletParent; m_scBaseBullet = m_cCreateBullet.GetComponent <BaseBullet>(); m_scBaseBullet.Create( new Vector3(m_cGun.position.x + (nIndex / 3f), m_cGun.position.y, m_cGun.position.z), m_cGun.rotation, new Vector3(1f, 1.5f), 1, 10f, transform.tag); } }
// Update is called once per frame void Update() { float delta = 10.0f; counter += Time.deltaTime; if (counter > duration) { counter -= duration; for (int i = 1; i <= 10; i++) { BaseBullet.Create(Bullet, transform.position, lastAngle); lastAngle += delta; } } }
// Update is called once per frame void Update() { float delta = (360f / numBullets); counter += Time.deltaTime; if (counter > duration) { counter = float.NegativeInfinity; for (int i = 1; i <= numBullets; i++) { float angle = i * delta; BaseBullet.Create(Bullet, transform.position, angle); } } }
void shootsBullet(float angle) { BaseBullet.Create(Bullet, transform.position, angle); }