void Update() { delayShoot -= Time.deltaTime; if (delayShoot < 0f) { isShooting = true; delayShoot = 1.8f; delayAnimation = 0.12f; } else if (isShooting) { delayAnimation -= Time.deltaTime; if (delayAnimation < 0f) { delayAnimation = 0.12f; state++; if (state == 2) { Instantiate(bullet, spawnBulletPoint, Quaternion.identity); SoundEffect.PlayBossShoot(); } else if (state == 4) { state = 0; isShooting = false; } spriteRenderer.sprite = sprites[state]; } } }
void Update() { delayShoot -= Time.deltaTime; if (delayShoot < 0f) { delayShoot = 1.8f; GameObject obj = Instantiate(bullet, transform.position + offsetSpawnBullet, Quaternion.identity); obj.GetComponent <BulletBoss01>().Init(0); obj = Instantiate(bullet, transform.position + offsetSpawnBullet, Quaternion.identity); obj.GetComponent <BulletBoss01>().Init(1); SoundEffect.PlayBossShoot(); } if (CantMoveHon[drtHon]()) { drtHon = 1 - drtHon; transform.localScale = vectorScale[drtHon]; } velocityVer += acceleration * Time.deltaTime; if (CantMoveVer[drtVer]()) { drtVer = 1 - drtVer; acceleration = -acceleration; } rb.velocity = new Vector2(velocityHon[drtHon], velocityVer); }