void FixedUpdate() { lifetime += Time.deltaTime; if (lifetime > shootDelay) { hardpoint.Fire(); } var p = (lifetime / lifetime_max); Vector3 pt = enemyPaths[wave % enemyPaths.Length].point(p); rb.position = pt; if (lifetime > lifetime_max) { Destroy(gameObject); } }
private void LateUpdate() { // want a angle between like 100 and 260? var angle = 100 + (spreadtime * 32); if (angle > 260) { spreadtime = 0.0f; angle = 100; } hp.transform.rotation = Quaternion.Euler(0, 0, angle); if (state == EyeState.OPEN) { hp.Fire(); } spreadtime += Time.deltaTime; }