IEnumerator Shoot(float waitTime) { yield return(new WaitForSeconds(waitTime)); for (int i = 0; i < canonMountCapacity; i++) { EnemyWeapon_Base script = canonMounted[i].GetComponent <EnemyWeapon_Base> (); script.fireWeapon(); } firstShot = true; }
// Update is called once per frame public override void Update() { //print ("dead enemies: "+Parent.deadEnemy); if (isDead) { Parent.deadEnemy++; Destroy(gameObject); } Transform tmp = transform; Vector3 tmpPos = tmp.position; tmpPos.y += maneuverSpeed * Time.deltaTime; transform.position = tmpPos; manageShader(); if (!gameObject.activeSelf) { return; } // deletes the enemy if it flies past the camera: if (transform.position.y > cameraPos.transform.position.y) { Destroy(gameObject); } if (firstShot) { for (int i = 0; i < canonMountCapacity; i++) { EnemyWeapon_Base script = canonMounted [i].GetComponent <EnemyWeapon_Base> (); script.fireWeapon(); } } /*RaycastHit hit1; * Vector3 forward1 = this.transform.FindChild("mountT0").transform.TransformDirection(Vector3.forward) * 20000; //Det sidste tal ændrer længen af søgefeltet (tror jeg) * // Debug.DrawRay(this.transform.FindChild("mountT0").transform.position, forward1, Color.green); * RaycastHit hit2; * Vector3 forward2 = this.transform.FindChild("mountT1").transform.TransformDirection(Vector3.forward) * 20000; //Det sidste tal ændrer længen af søgefeltet (tror jeg) * // Debug.DrawRay(this.transform.FindChild("mountT1").transform.position, forward2, Color.green); * * if (Physics.Raycast(this.transform.FindChild("mountT0").transform.position, forward1, out hit1)) * { * if (hit1.collider.tag == "Player") * { * for (int i = 0; i < canonMountCapacity; i++) { * EnemyWeapon_Base script = canonMounted[i].GetComponent<EnemyWeapon_Base> (); * script.fireWeapon (); * } * } * } * if (Physics.Raycast(this.transform.FindChild("mountT1").transform.position, forward2, out hit2)) * { * if (hit2.collider.tag == "Player") * { * for (int i = 0; i < canonMountCapacity; i++) { * EnemyWeapon_Base script = canonMounted[i].GetComponent<EnemyWeapon_Base> (); * script.fireWeapon (); * } * } * }*/ }