Exemple #1
0
    IEnumerator Missiles1to3()
    {
        shotState++;
        MissileManager.Shot(gameObject);
        yield return(new WaitForSeconds(1.5f));

        MissileManager.ShotStop(gameObject);
        shotState++;
        yield return(new WaitForSeconds(1f));

        shotState++;
        MissileManager.Shot(gameObject);
        yield return(new WaitForSeconds(10f));

        Destroy(gameObject);
    }
Exemple #2
0
 // Update is called once per frame
 void Update()
 {
     if (player.transform.position.x > 106 && shotState == 0)
     {
         StartCoroutine("Missiles");
         shotState = 1;
     }
     else if (shotState == 2)
     {
         MissileManager.TargetLockOn(new Vector3(0, transform.position.y, transform.position.z), gameObject);
     }
     else if (shotState == 4)
     {
         if (transform.position.x < pos.x - 92.5 + ((pos.z - 10) / 10) * 3.5f)
         {
             MissileManager.ShotStop(gameObject);
             MissileManager.TargetLockOn(new Vector3(transform.position.x, -7, 0), gameObject);
         }
     }
 }
Exemple #3
0
    IEnumerator Missile()
    {
        yield return(new WaitForSeconds(2f));

        MissileManager.shotSpeed = 50;
        MissileManager.Shot(gameObject);
        yield return(new WaitForSeconds(2f));

        transform.rotation       = Quaternion.Euler(90, 0, 0);
        transform.position       = new Vector3(transform.position.x, transform.position.y, 1f);
        MissileManager.shotSpeed = 20;
        MissileManager.Shot(gameObject);
        yield return(new WaitForSeconds(3f));

        MissileManager.ShotStop(gameObject);
        yield return(new WaitForSeconds(2f));

        MissileManager.Shot(gameObject);
        yield return(new WaitForSeconds(20f));

        Destroy(gameObject);
    }
Exemple #4
0
    IEnumerator Missile()
    {
        yield return(new WaitForSeconds(2f));

        MissileManager.shotSpeed = 50;
        MissileManager.Shot(gameObject);
        yield return(new WaitForSeconds(2f));

        if (i < 2)
        {
            transform.position = new Vector3(40, 5 + (i * 10), -1.5f);
            transform.rotation = Quaternion.Euler(0, 90, 0);
        }
        else if (i >= 2 && i < 6)
        {
            transform.position = new Vector3(transform.position.x, 40, -1.5f);
            transform.rotation = Quaternion.Euler(90, 0, 0);
        }
        else
        {
            transform.position = new Vector3(126, 5 + ((i - 6) * 10), -1.5f);
            transform.rotation = Quaternion.Euler(0, -90, 0);
        }
        MissileManager.shotSpeed = 20;
        MissileManager.Shot(gameObject);
        yield return(new WaitForSeconds(1f));

        MissileManager.ShotStop(gameObject);
        ShotState = 2;
        yield return(new WaitForSeconds(2f));

        MissileManager.Shot(gameObject);
        yield return(new WaitForSeconds(20f));

        Destroy(gameObject);
    }
Exemple #5
0
    IEnumerator Missile()
    {
        yield return(new WaitForSeconds(2f));

        MissileManager.shotSpeed = 50;
        MissileManager.Shot(gameObject);
        yield return(new WaitForSeconds(1.5f));

        if (i < 1)
        {
            transform.position = new Vector3(40, -1.5f, -0.5f);
            transform.rotation = Quaternion.Euler(0, 90, 0);
        }
        else if (i >= 1 && i < 4)
        {
            transform.position = new Vector3(transform.position.x, 40, 3.5f);
            transform.rotation = Quaternion.Euler(90, 0, 0);
        }
        else if (i >= 4 && i < 7)
        {
            transform.position = new Vector3(transform.position.x, 40, -3.5f);
            transform.rotation = Quaternion.Euler(90, 0, 0);
        }
        else
        {
            transform.position = new Vector3(126, -1.5f, 0.5f);
            transform.rotation = Quaternion.Euler(0, -90, 0);
        }
        MissileManager.shotSpeed = 20;
        MissileManager.Shot(gameObject);
        yield return(new WaitForSeconds(1f));

        MissileManager.ShotStop(gameObject);
        yield return(new WaitForSeconds(2f));

        if (i < 1)
        {
            MissileManager.Shot(gameObject);
        }
        yield return(new WaitForSeconds(1f));

        if (i >= 1 && i < 4)
        {
            MissileManager.Shot(gameObject);
        }
        yield return(new WaitForSeconds(1f));

        if (i >= 4 && i < 7)
        {
            MissileManager.Shot(gameObject);
        }
        yield return(new WaitForSeconds(1f));

        if (i >= 7)
        {
            MissileManager.Shot(gameObject);
        }
        yield return(new WaitForSeconds(20f));

        Destroy(gameObject);
    }