public void skill_mass_shot() { for (int i = 0; i < skill_count; i++) { GameObject ammo = RocketPool[RocketPoolLimit - i - 1]; ammo.transform.position = transform.position; ammo.transform.rotation = Quaternion.Euler(0f, 0f, (float)(-15 + i * 30 / skill_count)); ammo.SetActive(true); } Shot_source.PlayOneShot(rocket_sound); }
protected IEnumerator Shoot_coroutine() { int left = -1; while (true) { int i = 0; bool shoot = true; while (shoot & i < AmmoPoolLimit & gameObject.layer == 12) { GameObject ammo = AmmoPool[i]; if (ammo.activeSelf == false) { if (left > 0) { ammo.transform.position = pos_fire1.transform.position; left = -left; } else { ammo.transform.position = pos_fire2.transform.position; left = -left; } shoot = false; ammo.transform.rotation = transform.rotation; ammo.SetActive(true); if (GameManager.Using_sound) { Shot_source.PlayOneShot(shoot_sound); } } else { i++; } } yield return(new WaitForSeconds((float)GameManager.fire_rate)); } }