Ejemplo n.º 1
0
    /*  子弹3操作
     */

    //  开始发射:子弹3
    public void ShootBolt3_Start()
    {
        //  钳子开始挥舞
        foreach (GameObject wavePincer in wavePincers_Bolt4)
        {
            wavePincer.GetComponent <RotateAround>().enabled = true;
        }

        //  开启子弹功能
        foreach (GameObject shotSpawn in shotSpawnsForBolt_3)
        {
            //  若是第一次开启,则需要对每个发射口添加发射脚本
            if (shotSpawn.GetComponent <ShotBolt1>() == null)
            {
                ShotBolt1 shotBolt1 = shotSpawn.AddComponent <ShotBolt1>() as ShotBolt1;

                shotBolt1.bolt_1_Prefab = bolt2_Prefab;
                shotBolt1.boltDelay     = boltDelay;
                shotBolt1.shotSpawn     = shotSpawn.transform;
            }
            //  若不是第一次开启,说明各发射口已有发射脚本,无需重复添加,仅需打开发射开关即可
            else
            {
                shotSpawn.GetComponent <ShotBolt1>().ifCanShoot = true;
            }
        }

        //  开启触手功能
        tentacle_Obj = Instantiate(tentacle, tentacle.transform.position, tentacle.transform.rotation) as GameObject;
    }
Ejemplo n.º 2
0
    //  子弹 1-1
    void ShootBolt_1_StraightBolt()
    {
        //  往返运动的直射子弹(6根钳尾处)
        foreach (GameObject shotSpawn in shotSpawnsForBolt_1)
        {
            if (shotSpawn.GetComponent <ShotBolt1>() == null)
            {
                ShotBolt1 shotBolt1 = shotSpawn.AddComponent <ShotBolt1>() as ShotBolt1;

                shotBolt1.bolt_1_Prefab = bolt1_Prefab;
                shotBolt1.boltDelay     = boltDelay;
                shotBolt1.shotSpawn     = shotSpawn.transform;
            }
            else
            {
                shotSpawn.GetComponent <ShotBolt1>().ifCanShoot = true;
            }
        }
    }