IEnumerator FirstSpread() { StandardFireFunctions.FireAtPlayer(Instantiate(bullet, transform.position, transform.rotation)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), firstSpreadDegree); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), -firstSpreadDegree); yield return(null); }
void Overload() { Instantiate(homingBall, transform.position, transform.rotation); StandardFireFunctions.FireAtPlayer(Instantiate(eyeshot, transform.position, transform.rotation)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(eyeshot, transform.position, transform.rotation), 20); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(eyeshot, transform.position, transform.rotation), -20); }
void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Player") { playerHP.TakeDamage(); jump = true; StandardFireFunctions.FireDegreeOffsetFromPlayer(hatcher, 180); StartCoroutine(Timer()); } }
IEnumerator shootSpread() { StandardFireFunctions.FireAtPlayer(Instantiate(projectile, projectileSpawnPos, transform.rotation)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(projectile, projectileSpawnPos, transform.rotation), firstSpreadDegree); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(projectile, projectileSpawnPos, transform.rotation), -firstSpreadDegree); yield return(new WaitForSeconds(1.5f)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(projectile, projectileSpawnPos, transform.rotation), secondSpreadDegree); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(projectile, projectileSpawnPos, transform.rotation), -secondSpreadDegree); yield return(new WaitForSeconds(1.0f)); newAttack = true; }
void Shoot() { if ((typeCount / 60) % 2 == 0) { StandardFireFunctions.FireAtPlayer(Instantiate(bullet, transform.position, transform.rotation)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), 20); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), -20); } else { StandardFireFunctions.FireAtPlayer(Instantiate(bullet, transform.position, transform.rotation)); } }
void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Player") { playerHP.TakeDamage(); rotating = true; jump = true; StandardFireFunctions.FireDegreeOffsetFromPlayer(hatcher, 180); StartCoroutine(Timer()); } if (collision.gameObject.layer == 10 && rotating) // Layer 10 == Ground { rotationVector = new Vector3(0, 0, -rotationVector.z); } }
IEnumerator Shoot() { firing = true; GameObject proj = Instantiate(bullet, transform.position, transform.rotation); StandardFireFunctions.FireAtPlayer(proj); yield return(new WaitForSeconds(0.8f)); proj = Instantiate(bullet, transform.position, transform.rotation); StandardFireFunctions.FireDegreeOffsetFromPlayer(proj, 8); yield return(new WaitForSeconds(0.8f)); proj = Instantiate(bullet, transform.position, transform.rotation); StandardFireFunctions.FireDegreeOffsetFromPlayer(proj, -8); yield return(new WaitForSeconds(2.5f)); firing = false; }
void Shoot() { StandardFireFunctions.FireAtPlayer(Instantiate(bullet, transform.position, transform.rotation)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), 20); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), -20); }