private IEnumerator Shoot() { body.bodyType = RigidbodyType2D.Kinematic; body.velocity = Vector3.zero; if (isGrounded) { anim.Play("StandShoot"); } else { anim.Play("JumpShoot"); } yield return(new WaitForSeconds(0.35f)); EnWp_CommandoBomb newBomb = Instantiate(bomb.gameObject).GetComponent <EnWp_CommandoBomb>(); newBomb.transform.position = transform.position - transform.right * transform.localScale.x * 32; newBomb.transform.localScale = new Vector3(transform.localScale.x, transform.localScale.y, transform.localScale.z); newBomb.startDir = -transform.right * transform.localScale.x; yield return(new WaitForSeconds(0.15f)); body.bodyType = RigidbodyType2D.Dynamic; }
public IEnumerator Shoot_Commando() { if (isGrounded) { anim.Play("StandShoot"); } else { anim.Play("JumpShoot"); } LookAtPlayer(); yield return(new WaitForSeconds(0.35f)); EnWp_CommandoBomb newBomb = Instantiate(commandoBomb.gameObject).GetComponent <EnWp_CommandoBomb>(); newBomb.transform.position = transform.position + transform.right * anim.transform.localScale.x * 32; newBomb.transform.localScale = new Vector3(transform.localScale.x, transform.localScale.y, transform.localScale.z); newBomb.startDir = transform.right * anim.transform.localScale.x; yield return(new WaitForSeconds(0.15f)); body.bodyType = RigidbodyType2D.Dynamic; }