private void Update() { if (!isShooting) { agent.SetDestination(player.position); if (Vector3.Distance(transform.position, player.position) < 3.5f) { isShooting = true; EnemyBullet enemyBullet = Instantiate(bulletPrefab, transform.position, Quaternion.identity).GetComponent <EnemyBullet>(); enemyBullet.Init(enemyData.Color, enemyData.Damage, player); StartCoroutine("Shot"); } } }
void HandleShot() { if (shoot_timer > 0) { return; } shoot_timer = shoot_delay; AudioManager.PlayOneShot(shot_clips[Random.Range(0, shot_clips.Length)]); var particle = Instantiate(shoot_particle_prefab, shoot_point.position, Quaternion.LookRotation(turret_barrel.transform.up)); var bullet_clone = Instantiate(bullet_prefab, shoot_point.position, Quaternion.identity); EnemyBullet bullet = bullet_clone.GetComponent <EnemyBullet>(); bullet.Init(dir); }