IEnumerator ShowSkillIEnumator_AC(Transform marisaTF, Transform target) { for (int i = 0; i < 100; i++) { GameObject go = GameObject.Instantiate(bulletPrefab); SpriteRenderer render = go.GetComponent <SpriteRenderer>(); render.sprite = spriteList[(int)Random.Range(0, spriteList.Count - 0.1f)]; LockBullet lockBullet = go.GetComponent <LockBullet>(); lockBullet.target = target; lockBullet.speed = Random.Range(4, 16); lockBullet.m_Type = BulletBase.BulletTpye.emptyBullet; lockBullet.injured = 60; lockBullet.HP = 50; if (marisaTF.rotation.eulerAngles.y == 0) { go.transform.rotation = Quaternion.Euler(0, 0, 180); go.transform.position = new Vector3(marisaTF.position.x - 2.0f, marisaTF.position.y); } else { go.transform.position = new Vector3(marisaTF.position.x + 2.0f, marisaTF.position.y); } go.transform.rotation = Quaternion.Euler(0, 0, -15); yield return(new WaitForSeconds(0.1f)); } }
public override void Show(Transform shotPoint, Transform parent, Transform target = null, int sign = 1) { float angle = -135; for (int i = 0; i < 7; i++) { GameObject go = GameObject.Instantiate(lockBullet); LockBullet bullet = go.GetComponent <LockBullet>(); bullet.injured = injured; bullet.HP = 0.2f; bullet.target = target; go.transform.SetParent(parent, false); go.transform.position = shotPoint.position; go.transform.eulerAngles = new Vector3(0, 0, angle); angle += 45; } }