Esempio n. 1
0
    private IEnumerator ShotCoroutine()
    {
        if (m_bulletNum <= 0 || m_bulletSpeed <= 0f || m_wayNum <= 0 || m_spiralWayNum <= 0)
        {
            Debug.LogWarning("Cannot shot because BulletNum or BulletSpeed or WayNum or SpiralWayNum is not set.");
            yield break;
        }
        if (m_shooting)
        {
            yield break;
        }
        m_shooting = true;

        float spiralWayShiftAngle = 360f / m_spiralWayNum;

        int wayIndex       = 0;
        int spiralWayIndex = 0;

        for (int i = 0; i < m_bulletNum; i++)
        {
            if (m_wayNum <= wayIndex)
            {
                wayIndex = 0;

                spiralWayIndex++;
                if (m_spiralWayNum <= spiralWayIndex)
                {
                    spiralWayIndex = 0;

                    if (0f < m_nextLineDelay)
                    {
                        FiredShot();
                        yield return(new WaitForSeconds(m_nextLineDelay));
                    }
                }
            }

            var bullet = GetBullet(transform.position);
            if (bullet == null)
            {
                break;
            }

            float centerAngle = m_startAngle + (spiralWayShiftAngle * spiralWayIndex) + (m_shiftAngle * Mathf.Floor(i / m_wayNum));

            float baseAngle = m_wayNum % 2 == 0 ? centerAngle - (m_betweenAngle / 2f) : centerAngle;

            float angle = Utils2D.GetShiftedAngle(wayIndex, baseAngle, m_betweenAngle);

            ShotBullet(bullet, m_bulletSpeed, angle);

            wayIndex++;
        }

        FiredShot();

        FinishedShot();

        yield break;
    }
Esempio n. 2
0
    private IEnumerator ShotCoroutine()
    {
        if (m_bulletNum <= 0 || m_bulletSpeed <= 0f || m_wayNum <= 0)
        {
            Debug.LogWarning("Cannot shot because BulletNum or BulletSpeed or WayNum is not set.");
            yield break;
        }
        if (m_shooting)
        {
            yield break;
        }
        m_shooting = true;

        int wayIndex = 0;

        float bulletSpeed = m_bulletSpeed;
        float shiftAngle  = 0f;

        for (int i = 0; i < m_bulletNum; i++)
        {
            if (m_wayNum <= wayIndex)
            {
                wayIndex = 0;

                if (0f < m_nextLineDelay)
                {
                    FiredShot();
                    yield return(new WaitForSeconds(m_nextLineDelay));
                }

                bulletSpeed += m_diffSpeed;
                shiftAngle  += m_shiftAngle;
            }

            var bullet = GetBullet(transform.position);
            if (bullet == null)
            {
                break;
            }

            float baseAngle = m_wayNum % 2 == 0 ? m_centerAngle - (m_betweenAngle / 2f) : m_centerAngle;

            float angle = Utils2D.GetShiftedAngle(wayIndex, baseAngle, m_betweenAngle) + shiftAngle;

            ShotBullet(bullet, bulletSpeed, angle);

            wayIndex++;
        }

        FiredShot();

        FinishedShot();

        yield break;
    }
Esempio n. 3
0
    public override void Shot()
    {
        if (m_bulletNum <= 0 || m_bulletSpeed <= 0f || m_wayNum <= 0)
        {
            Debug.LogWarning("Cannot shot because BulletNum or BulletSpeed or WayNum is not set.");
            return;
        }
        if (m_shooting)
        {
            return;
        }
        m_shooting = true;

        int wayIndex = 0;

        float bulletSpeed = m_bulletSpeed;

        for (int i = 0; i < m_bulletNum; i++)
        {
            if (m_wayNum <= wayIndex)
            {
                wayIndex = 0;

                bulletSpeed -= m_diffSpeed;
                while (bulletSpeed <= 0)
                {
                    bulletSpeed += Mathf.Abs(m_diffSpeed);
                }
            }

            var bullet = GetBullet(transform.position);
            if (bullet == null)
            {
                break;
            }

            float baseAngle = m_wayNum % 2 == 0 ? m_centerAngle - (m_betweenAngle / 2f) : m_centerAngle;

            float angle = Utils2D.GetShiftedAngle(wayIndex, baseAngle, m_betweenAngle);

            ShotBullet(bullet, bulletSpeed, angle);

            wayIndex++;
        }

        FiredShot();

        FinishedShot();
    }