// Final attack - head IEnumerator C_HeadAttack(float StartDelay) { CenterHead.WaveEffect_children(0, 0.8f, 30, 0, 0); CenterHead.ChangeColor_Children(0, Color.red, 0.3f); CenterHead.StopWaveEffect(3f); CenterHead.BreakRandomly(3f, 0, 2); CenterHead.SetColor(3, Color.red); CenterHead.RandomSprayOutwards(3.3f, 0.05f, 50, 2); CenterHead.SprayInDirection(3.3f, 30, new Vector2(-1, 4), 0.1f, 4); CenterHead.SprayInDirection(3.3f, 30, new Vector2(1, 4), 0.1f, 4); CenterHead.SprayInDirection(3.3f, 20, new Vector2(0, 1), 0.2f, 1); CenterHead.DestroyChildren(5, 0.08f); // LeftEye.SetColor_Random (8); LeftEye.CircleBurst(8, 20, 1); LeftEye.BreakCircleBurst(8.5f, 20, 0, 1); // RightEye.SetColor_Random (8); RightEye.CircleBurst(8, 20, 1.2f); RightEye.BreakCircleBurst(9, 20, 0, 1); for (float I = 3.1f; I < 6.1f; I = I + 0.1f) { CenterHead.PlayClip(I, Bullet1); } CenterHead.PlayClip(1, Predeath); RightEye.PlayClip(8, Death1); yield return(new WaitForSeconds(13)); // CenterHead.EnableObject (0, ExitWarp); // BackgroundSpin.SetActive (false); CenterHead.DisableObject(0, ExitWarp); BackgroundSpin.GetComponent <NewObjectSpawner> ().FadeObject(0, BackgroundSpin, 1); MusicController.control.FadeMusic(); }