/// <summary> /// 탄환을 발사합니다. /// </summary> /// <param name="shotPosition">탄환을 발사할 위치입니다.</param> public void Shot(Transform shotPosition) { SoundEffects[1].Play(); Instantiate(effects[1], shotPosition.position, shotPosition.rotation); // EnemyBulletScript bullet = Instantiate (_bullet, shotPosition.position, shotPosition.rotation) as EnemyBulletScript; bullet.transform.parent = _StageManager._enemyParent.transform; bullet.MoveTo(FacingRight ? Vector3.right : Vector3.left); }
/// <summary> /// 탄환을 발사합니다. /// </summary> /// <param name="shotPosition">탄환을 발사할 위치입니다.</param> /// <param name="destination">탄환의 목적지입니다.</param> public void Shot(Transform shotPosition, Vector3 destination) { SoundEffects[1].Play(); GameObject effect = Instantiate(effects[1], shotPosition.position, shotPosition.rotation); if (FacingRight) { Vector3 scale = effect.transform.localScale; effect.transform.localScale = new Vector3(-scale.x, scale.y); } // EnemyBulletScript bullet = Instantiate (_bullets[0], shotPosition.position, shotPosition.rotation) as EnemyBulletScript; bullet.transform.parent = _StageManager._enemyParent.transform; // bullet.FacingRight = FacingRight; bullet.MoveTo(destination); }
/// <summary> /// 탄환을 발사합니다. /// </summary> /// <param name="shotPosition">탄환을 발사할 위치입니다.</param> public void Shot(Transform shotPosition) { SoundEffects[1].Play(); GameObject effect = Instantiate (effects[1], shotPosition.position, shotPosition.rotation); if (FacingRight) { Vector3 scale = effect.transform.localScale; effect.transform.localScale = new Vector3(-scale.x, scale.y); } // 탄환을 생성합니다. EnemyBulletScript bullet = Instantiate (_bullet, shotPosition.position, shotPosition.rotation) as EnemyBulletScript; bullet.transform.parent = _StageManager._enemyParent.transform; // 플레이어의 위치를 향해 발사합니다. bullet.FacingRight = FacingRight; bullet.MoveTo(StageManager.Instance.GetCurrentPlayerPosition()); }