public IEnumerator skill1_bullet(int pNum) { while (count < 6) { count++; FavoriteFunction.BulletInstantiate(skill1_Bullet, pNum, transform); yield return(new WaitForSeconds(continue_bullet)); } count = 0; }
// Update is called once per frame void Update() { ShootBullet(); deltaDistance = Vector3.Distance(start_position, transform.position); if (deltaDistance > 10f) { FavoriteFunction.BulletInstantiate(skill3_bullet, pNum_Bullet, transform); Destroy(gameObject); } }
IEnumerator Create_Bullet() { while (true) { created_bullet.GetComponent <Diana_skill1_created_bullet>().directionVector = create_bullet_vector1; //방향 선정 FavoriteFunction.BulletInstantiate(created_bullet, pNum_Bullet, transform); // 총알 생성 created_bullet.GetComponent <Diana_skill1_created_bullet>().directionVector = create_bullet_vector2; FavoriteFunction.BulletInstantiate(created_bullet, pNum_Bullet, transform); yield return(new WaitForSeconds(reload_bullet_time)); //총알이 퍼질때의 간격 } }
public override IEnumerator NomalAttack() { yield return(new WaitForSeconds(1f)); while (true) { FavoriteFunction.BulletInstantiate(nomalBullet, pNum, transform); yield return(new WaitForSeconds(1f)); } }
public virtual IEnumerator NomalAttack() { yield return(new WaitForSeconds(1f)); while (true) { if (nomalBullet != null) { FavoriteFunction.BulletInstantiate(nomalBullet, pNum, transform); } yield return(new WaitForSeconds(1f)); } }
protected void division() { float angle; angle = Random.Range(-20f, 20f); skill3_bullet.GetComponent <Diana_skill3_child>().directionVector = new Vector3(directionVector.x * Mathf.Cos(angle * Mathf.Deg2Rad), Mathf.Sin(angle * Mathf.Deg2Rad), 0f); FavoriteFunction.BulletInstantiate(skill3_bullet, pNum_Bullet, transform); angle = Random.Range(20f, 60f); Debug.Log(angle); skill3_bullet.GetComponent <Diana_skill3_child> ().directionVector = new Vector3(directionVector.x * Mathf.Cos(angle * Mathf.Deg2Rad), Mathf.Sin(angle * Mathf.Deg2Rad), 0f); FavoriteFunction.BulletInstantiate(skill3_bullet, pNum_Bullet, transform); angle = Random.Range(-60f, -20f); skill3_bullet.GetComponent <Diana_skill3_child> ().directionVector = new Vector3(directionVector.x * Mathf.Cos(angle * Mathf.Deg2Rad), Mathf.Sin(angle * Mathf.Deg2Rad), 0f); FavoriteFunction.BulletInstantiate(skill3_bullet, pNum_Bullet, transform); }
IEnumerator CreateTigerMoth(Transform myTransform, int pNum) { GameObject tigerMoth_Temp; tigerMoth_Temp = FavoriteFunction.BulletInstantiate(tigerMoth, pNum, myTransform); tigerMoth_Temp.GetComponent <Bullet_IrisMoth>().mothBullet = tigerMothBullet; yield return(new WaitForSeconds(0.5f)); tigerMoth_Temp = FavoriteFunction.BulletInstantiate(tigerMoth, pNum, myTransform); tigerMoth_Temp.GetComponent <Bullet_IrisMoth>().mothBullet = tigerMothBullet; yield return(new WaitForSeconds(0.5f)); tigerMoth_Temp = FavoriteFunction.BulletInstantiate(tigerMoth, pNum, myTransform); tigerMoth_Temp.GetComponent <Bullet_IrisMoth>().mothBullet = tigerMothBullet; }
public override IEnumerator NomalAttack() { yield return(new WaitForSeconds(1f)); while (true) { if (bullet_count == 0) { probablity = Random.Range(0f, 100f); if (probablity < 70f) { yield return(new WaitForSeconds(1.2f)); bullet_count = bullet_max; } else { yield return(new WaitForSeconds(0.6f)); bullet_count = bullet_max; // 크리티컬 터짐 + 앞으로 임펙트 추가해야함 } } else { if (skill1_start == true) { skill1_start = false; Debug.Log(skill1_start); yield return(StartCoroutine(gameObject.GetComponent <Diana_skill1>().skill1_bullet(pNum))); bullet_count = 0; } else { FavoriteFunction.BulletInstantiate(nomalBullet, pNum, transform); bullet_count--; yield return(new WaitForSeconds(0.2f)); } } } }
protected override void skill3() { FavoriteFunction.BulletInstantiate(skill3_bullet_parent, pNum, transform); }