protected override IEnumerator Shoot() { while (this.isActiveAndEnabled) { rfBullet = pooler.GetPooledObject(5); if (rfBullet == null) { rfBullet = pooler.PoolMoreBullets(5); } rfBullet.transform.position = transform.position; rfBullet.transform.localRotation = transform.rotation; rfBullet.SetActive(true); //Instantiate(rapidFireBullet, transform.position, transform.rotation); yield return(new WaitForSeconds(shootDelay)); } }
protected override IEnumerator Shoot() { //spawn a bullet while (this.isActiveAndEnabled) { GameObject bullet = pooler.GetPooledObject(0); if (bullet == null) { bullet = pooler.PoolMoreBullets(0); } bullet.transform.position = transform.position; bullet.transform.localRotation = transform.rotation; bullet.SetActive(true); //Instantiate(bulletPrefab, transform.position, transform.rotation); yield return(new WaitForSeconds(shootDelay)); } }
protected override IEnumerator Shoot() { while (this.isActiveAndEnabled) { for (int i = 0; i <= 11; i++) { GameObject bullet = pooler.GetPooledObject(0); if (bullet == null) { bullet = pooler.PoolMoreBullets(0); } bullet.transform.position = transform.position; bullet.transform.localRotation = Quaternion.Euler(0, 0, -180); bullet.transform.Rotate(0, 0, i * 30); bullet.SetActive(true); } yield return(new WaitForSeconds(shootDelay)); } }
protected override IEnumerator Shoot() { while (this.isActiveAndEnabled) { for (int i = -2; i <= 2; i++) { Bullet = pooler.GetPooledObject(0); if (Bullet == null) { Bullet = pooler.PoolMoreBullets(0); } Bullet.transform.position = transform.position; Bullet.transform.localRotation = transform.rotation; Bullet.transform.Rotate(0, 0, i * 15); Bullet.SetActive(true); } yield return(new WaitForSeconds(shootDelay)); } }
protected override IEnumerator Shoot() { yield return(new WaitForSeconds(0.7f)); while (this.isActiveAndEnabled) { for (int i = 0; i < BulletAmount; i++) { rocketBullet = pooler.GetPooledObject(bulletIndexInPooler); if (rocketBullet == null) { rocketBullet = pooler.PoolMoreBullets(bulletIndexInPooler); } rocketBullet.transform.position = transform.position; rocketBullet.transform.localRotation = transform.rotation; rocketBullet.SetActive(true); yield return(new WaitForSeconds(0.5f)); } //Instantiate(rapidFireBullet, transform.position, transform.rotation); yield return(new WaitForSeconds(shootDelay)); } }