private void StartInvokes() { Vector2 min1 = Camera.main.ViewportToWorldPoint(new Vector2(.3f, .3f)); Vector2 max1 = Camera.main.ViewportToWorldPoint(new Vector2(.6f, .6f)); MultiTargets t = TargetPosition0.GetComponent <MultiTargets>(); MultiTargets t1 = TargetPosition1.GetComponent <MultiTargets>(); MultiTargets t2 = TargetPosition2.GetComponent <MultiTargets>(); t.setSet(false); t1.setSet(false); t2.setSet(false); t.setDone(false); t1.setDone(false); t2.setDone(false); t.setTargetVector(new Vector2(playerPos.transform.position.x + 3f, Random.Range(min1.y, max1.y))); t1.setTargetVector(new Vector2(Random.Range(min1.x, max1.x), playerPos.transform.position.y + 3f)); t2.setTargetVector(new Vector2(playerPos.transform.position.x + 4.5f, playerPos.transform.position.x + 1.5f)); StartCoroutine(wait()); }
void StartInvokes() { Vector2 min1 = Camera.main.ViewportToWorldPoint(new Vector2(0, 0f)); Vector2 max1 = Camera.main.ViewportToWorldPoint(new Vector2(1, .65f)); MultiTargets t = TargetPosition0.GetComponent <MultiTargets>(); MultiTargets t1 = TargetPosition1.GetComponent <MultiTargets>(); MultiTargets t2 = TargetPosition2.GetComponent <MultiTargets>(); t.setSet(false); t1.setSet(false); t2.setSet(false); t.setDone(false); t1.setDone(false); t2.setDone(false); t.setTargetVector(new Vector2(Random.Range(min1.x, max1.x), Random.Range(min1.y, max1.y))); t1.setTargetVector(new Vector2(Random.Range(min1.x, max1.x), Random.Range(min1.y, max1.y))); t2.setTargetVector(new Vector2(Random.Range(min1.x, max1.x), Random.Range(min1.y, max1.y))); StartCoroutine(wait()); }
IEnumerator wait() { MultiTargets t = TargetPosition0.GetComponent <MultiTargets>(); MultiTargets t1 = TargetPosition1.GetComponent <MultiTargets>(); MultiTargets t2 = TargetPosition2.GetComponent <MultiTargets>(); yield return(new WaitUntil(() => t.getDone() && t1.getDone() && t2.getDone())); yield return(new WaitForSeconds(2f)); fire(); yield return(new WaitForSeconds(5f)); t.setDone(false); t1.setDone(false); t2.setDone(false); t.setSet(true); t1.setSet(true); t2.setSet(true); }
private IEnumerator wait() { MultiTargets t = TargetPosition0.GetComponent <MultiTargets>(); MultiTargets t1 = TargetPosition1.GetComponent <MultiTargets>(); MultiTargets t2 = TargetPosition2.GetComponent <MultiTargets>(); yield return(new WaitUntil(() => t.getDone() && t1.getDone() && t2.getDone())); InvokeRepeating("AutoFireMissiles", 0f, autoFireInterval); yield return(new WaitForSeconds(5f)); CancelInvoke("AutoFireMissiles"); yield return(new WaitForSeconds(5f)); t.setDone(false); t1.setDone(false); t2.setDone(false); t.setSet(true); t1.setSet(true); t2.setSet(true); }