Example #1
0
        public void FireMissile()
        {
            GameObject newMissile = EmWeapons.GetMissile();

            newMissile.GetComponent <MissileScript>().isRocketAngel = false;
            Target = ChooseTarget();

            if (NumberShot % 2 == 0)
            {
                newMissile.transform.position = Launchers[0].transform.position;
                newMissile.transform.rotation = Launchers[0].transform.rotation;
                NumberShot++;
            }
            else
            {
                newMissile.transform.position = Launchers[1].transform.position;
                newMissile.transform.rotation = Launchers[1].transform.rotation;
                NumberShot++;
            }

            //newMissile.GetComponent<Rigidbody2D>().velocity = (Target.transform.position - transform.position).normalized * 10f * Time.deltaTime;
            //newMissile.transform.rotation = Quaternion.LookRotation(Vector3.forward, -(Target.transform.position - transform.position).normalized);
            newMissile.GetComponent <Damage>().DMG = (int)GetComponent <ShipManagement>().Ship.MainWeapon.Damage[(int)GM.ActiveStage];
            newMissile.SetActive(true);
            am.PlayFromTime("MissileShoot", .25f, .5f, 2f);
        }
        IEnumerator Attack2()
        {
            CanShootAttack2 = false;

            yield return(new WaitForSeconds(1f));

            for (int i = 0; i < NumberOfMissilesToShoot; i++)
            {
                GameObject Go = EmWeapons.GetMissile();
                Go.GetComponent <MissileScript>().ShouldFindTarget = true;
                Go.transform.position = ChoosePosition(Attack2SpawnPoints).position;
                Go.SetActive(true);
                Go.GetComponent <Damage>().DMG = (int)BossWeapons[1].Damage[0];
                am.Play("MisslieShoot", .25f);
            }


            yield return(new WaitForSeconds(BossWeapons[1].Delay));

            Stages = ChooseAttackToUse();

            CanShootAttack2 = true;
        }