void SpawnBullet() { time = 0; BaseBullet b = Instantiate <BaseBullet>(bullet); //if (FoxController.instance.facingRight) b.Init(transform.position, transform.rotation.eulerAngles.z, FoxController.Instance.facingRight); //else //{ // Debug.Log(transform.rotation.eulerAngles.z); // b.Init(transform.position, transform.rotation.eulerAngles.z, FoxController.instance.facingRight); //} }
void InstanceNewBullet() { for (int i = 0; i < m_CreateCount; i++) { if (m_CurFireCount < m_FireCount) { float newAngle = m_FireDtAngle * m_CurFireCount; BaseBullet bullet = GetBullet(); bullet.SetLockEnemyObj(m_LockEnemyObj); bullet.Init(m_Damage, FirePoint, m_Offset, newAngle); m_CurFireCount++; } } }
protected override void Fire() { Global.gApp.gShakeCompt.StartShake(0, 0.1f, 0.03f); base.Fire(); m_DogPet.PlayFireAnim(); m_FireEffect1.Play(); BaseBullet bullet1 = GetBullet(); bullet1.SetLockEnemyObj(m_LockEnemyObj); bullet1.Init(m_Damage, FirePoint1, 0, 0); m_FireEffect2.Play(); BaseBullet bullet2 = GetBullet(); bullet2.SetLockEnemyObj(m_LockEnemyObj); bullet2.Init(m_Damage, FirePoint2, 0, 0); //Shining.VibrationSystem.Vibrations.instance.Vibrate1ms(); }
protected void InstanceNormalBullet(bool synScaleToEffect = false, bool x2Z = false) { int bulletCount = GetBulletCount(); int bulletCurves = GetBulletCurves(); float dtAngleZ = -m_DtAngle * (bulletCurves - 1) / 2;; int mIndex = 0; double damage = GetDamage(); for (int index = 0; index < bulletCurves; index = index + 1) { float Offset = -m_Offset * (bulletCount - 1) / 2;; for (int pIndex = 0; pIndex < bulletCount; pIndex = pIndex + 1) { BaseBullet bullet = GetBullet(); bullet.SetLockEnemyObj(m_LockEnemyObj); bullet.Init(damage, FirePoint, dtAngleZ, Offset); Offset = Offset + m_Offset; if (synScaleToEffect && m_FireBullets[mIndex] != null) { if (!x2Z) { m_FireBullets[mIndex].transform.localScale = bullet.transform.localScale * m_Scale; } else { Vector3 localScale = bullet.transform.localScale; float x = localScale.x; localScale.x = localScale.z; localScale.z = x; m_FireBullets[mIndex].transform.localScale = localScale * m_Scale; } } mIndex++; } dtAngleZ = dtAngleZ + m_DtAngle; } }