//WIP for another attack IEnumerator BloodBolts(int number, Transform playerLoc, Vector3 centerPoint, float radius, int speedIncrease) { Debug.Log("BloodBolts"); for (int i = 0; i < number; i++) { float angleTar = Mathf.Atan2((playerLoc.position.y - transform.position.y), (playerLoc.position.x - transform.position.x)); target = radius * new Vector3(Mathf.Cos(angleTar - (Mathf.PI / 2) + (Mathf.PI * i)), Mathf.Sin(angleTar - (Mathf.PI / 2) + (Mathf.PI * i))) + transform.position; GameObject bloodBullet = bloodPooler.GetDanmaku(bloodBulletIndex); if (bloodBullet != null) { BloodBullet bloodBulletScript = bloodBullet.GetComponent <BloodBullet>(); bloodBullet.transform.position = target; bloodBulletScript.calcTarget(playerLoc.position); bloodBulletScript.setAttackTwo(); bloodBulletScript.setATK2Speed(15 + speedIncrease); bloodBulletScript.setTimer(.5f); bloodBullet.SetActive(true); } yield return(new WaitForSeconds(1f)); } }
//WIP for another attack IEnumerator BloodBolts(int number, Transform playerLoc, Vector3 centerPoint, float radius, int speedIncrease) { for (int i = 0; i < number; i++) { timer = timer + .1f; float angleTar = Mathf.Atan2((playerLoc.position.y - transform.position.y), (playerLoc.position.x - transform.position.x)); Vector3 bulletTarget = radius * new Vector3(Mathf.Cos(angleTar - (Mathf.PI / 2) + (Mathf.PI * i)), Mathf.Sin(angleTar - (Mathf.PI / 2) + (Mathf.PI * i))) + transform.position; GameObject bloodBullet = bloodPooler.GetDanmaku(bloodBulletIndex); if (bloodBullet != null) { BloodBullet bloodBulletScript = bloodBullet.GetComponent <BloodBullet>(); bloodBullet.transform.position = bulletTarget; bloodBulletScript.SetOwner(gameObject); bloodBulletScript.calcTarget(playerLoc.position); bloodBulletScript.setAttackTwo(); bloodBulletScript.setATK2Speed(15 + speedIncrease); bloodBulletScript.setTimer(.5f); bloodBullet.SetActive(true); } AudioManager.GetInstance().PlaySound(Sound.VampireBullet); yield return(new WaitForSeconds(1f)); } }