Example #1
0
 private void Shoot(int n)
 {
     if (n < 1)
     {
         n = 1;
     }
     if (n == 1)
     {
         GameObject newRocket      = Instantiate(rocket, transform.position + Vector3.down * 1.2f, Quaternion.identity);
         EnemyProjectileBehavior e = newRocket.GetComponent <EnemyProjectileBehavior>();
         foreach (Transform child in newRocket.transform)
         {
             SpriteRenderer s = child.GetComponent <SpriteRenderer>();
             s.enabled = false;
         }
         e.ChangeDirection(Vector3.down);
     }
 }
Example #2
0
    private void Shoot(int n)
    {
        if (n < 1)
        {
            n = 1;
        }
        if (n == 1)
        {
            Vector2    toPlayer       = player.transform.position - transform.position; // Get Vec2 direction to player
            GameObject newRocket      = Instantiate(rocket, transform.position, Quaternion.identity);
            EnemyProjectileBehavior e = newRocket.GetComponent <EnemyProjectileBehavior>();
            e.ChangeDirection(toPlayer);
        }
        else
        {
            float realProjectileRotationDegree;
            if (n > 7)
            {
                realProjectileRotationDegree = maxFanShootingDegree / (n - 1);
            }
            else
            {
                realProjectileRotationDegree = projectileRotationDegree;
            }


            if (n % 2 == 0)
            {
                for (int i = 0; i < n / 2; ++i)
                {
                    Vector2    toPlayer        = player.transform.position - transform.position; // Get Vec2 direction to player
                    GameObject newRocket1      = Instantiate(rocket, transform.position, Quaternion.identity);
                    EnemyProjectileBehavior e1 = newRocket1.GetComponent <EnemyProjectileBehavior>();
                    GameObject newRocket2      = Instantiate(rocket, transform.position, Quaternion.identity);
                    EnemyProjectileBehavior e2 = newRocket2.GetComponent <EnemyProjectileBehavior>();
                    float rotationDeg          = ((float)i + 0.5f) * realProjectileRotationDegree;

                    Vector2 left  = Quaternion.AngleAxis(rotationDeg, Vector3.forward) * toPlayer;
                    Vector2 right = Quaternion.AngleAxis(-rotationDeg, Vector3.forward) * toPlayer;

                    Debug.DrawLine(transform.position, new Vector3(transform.position.x + left.x, transform.position.y + left.y, 0.0f));

                    e1.ChangeDirection(left);
                    e2.ChangeDirection(right);
                }
            }
            else
            {
                Vector2 toPlayer = player.transform.position - transform.position; // Get Vec2 direction to player
                for (int i = 0; i < n / 2; ++i)
                {
                    GameObject newRocket1      = Instantiate(rocket, transform.position, Quaternion.identity);
                    EnemyProjectileBehavior e1 = newRocket1.GetComponent <EnemyProjectileBehavior>();
                    GameObject newRocket2      = Instantiate(rocket, transform.position, Quaternion.identity);
                    EnemyProjectileBehavior e2 = newRocket2.GetComponent <EnemyProjectileBehavior>();
                    float rotationDeg          = ((float)i + 1.0f) * realProjectileRotationDegree;

                    Vector2 left  = Quaternion.AngleAxis(rotationDeg, Vector3.forward) * toPlayer;
                    Vector2 right = Quaternion.AngleAxis(-rotationDeg, Vector3.forward) * toPlayer;

                    Debug.DrawLine(transform.position, new Vector3(transform.position.x + left.x, transform.position.y + left.y, 0.0f));

                    e1.ChangeDirection(left);
                    e2.ChangeDirection(right);
                }
                GameObject newRocket3      = Instantiate(rocket, transform.position, Quaternion.identity);
                EnemyProjectileBehavior e3 = newRocket3.GetComponent <EnemyProjectileBehavior>();
                e3.ChangeDirection(toPlayer);
            }
        }
    }