// Use this for initialization void Start() { GameObject Lazers; for (int i = 0; i < numOfPool; i++) { Lazers = Instantiate(MiniLazer); Lazers.SetActive(false); bulletPoolObjs.Add(Lazers); } }
IEnumerator Fire() { while (true) { if (Input.GetAxis("Jump") == 1) { if (Player_ship.ammo > 0) { audio.Play(); Object.Instantiate(bullet, new Vector3(ship.rigidbody.position.x, ship.rigidbody.position.y + 2, ship.rigidbody.position.z - 4f), Quaternion.Euler(90, 0, 0)); Player_ship.Sub(3, 1); yield return(new WaitForSeconds(0.25f)); } else { Debug.Log("No Ammo!"); } } else if (Input.GetKeyDown(KeyCode.Z)) { if (Player_ship.special1 > 0) { StartCoroutine(Lazers.Particles()); StartCoroutine(lazer_collider.Collide()); } else { Debug.Log("No Special Ammo 1"); } } else if (Input.GetKeyDown(KeyCode.X)) { if (Player_ship.special2 > 0) { audio.Play(); Object.Instantiate(missile, new Vector3(ship.rigidbody.position.x, ship.rigidbody.position.y + 2, ship.rigidbody.position.z - 4f), Quaternion.identity); } else { Debug.Log("No Special Ammo 2"); } } yield return(null); } }