void Attack() { for (int i = 0; i < 4; i++) { GameObject bullet = Instantiate(m_bulletObject, transform.position, Quaternion.identity); bullet.transform.parent = transform.parent; NormanBulletController control = bullet.GetComponent <NormanBulletController>(); switch (i) { case 0: control.SetDirect(1, 0); break; case 1: control.SetDirect(1, 1); break; case 2: control.SetDirect(-1, 1); break; default: control.SetDirect(-1, 0); break; } } }
void Attack() { GameObject bullet = Instantiate(bulletObject, shooter.position, Quaternion.identity); NormanBulletController control = bullet.GetComponent <NormanBulletController>(); control.SetDirect(0, -1); }
void Fire() { database.SetData <float>(m_timeWaitId, 0); GameObject bullet = GameObject.Instantiate(m_BulletObject, m_shooter.position, Quaternion.identity); NormanBulletController control = bullet.GetComponent <NormanBulletController>(); control.SetDirect(0, -1); }
void Fire(Vector2 direct) { GameObject bullet = Instantiate(m_bulletObject, m_Shooter.position, Quaternion.identity); bullet.transform.parent = transform.parent; NormanBulletController control = bullet.GetComponent <NormanBulletController>(); if (control) { control.SetDirect(direct.x, direct.y); } }
void Attack() { GameObject bullet = Instantiate(m_BulletObject, m_Shooter.position, Quaternion.identity); bullet.transform.parent = transform.parent; NormanBulletController control = bullet.GetComponent <NormanBulletController>(); if (control) { control.SetDirect(transform.localScale.x, 0); } }
void Fire() { Vector2 direct; direct.x = m_Find.m_Player.transform.position.x - transform.position.x; direct.y = m_Find.m_Player.transform.position.y - transform.position.y; direct.Normalize(); GameObject bullet = Instantiate(m_bulletObject, m_Shooter.position, Quaternion.identity); bullet.transform.parent = transform.parent; NormanBulletController control = bullet.GetComponent <NormanBulletController>(); control.SetDirect(direct.x, direct.y); }
void Fire() { database.SetData <float>(m_timeWaitId, 0); database.SetData <float>(m_timeAttackId, 0); m_IsAttack = true; Vector2 direct; direct.x = m_Find.m_Player.transform.position.x - transform.position.x; direct.y = m_Find.m_Player.transform.position.y - transform.position.y; direct.Normalize(); GameObject bullet = Instantiate(m_bulletObject, m_Shooter.position, Quaternion.identity); bullet.transform.parent = transform.parent; NormanBulletController control = bullet.GetComponent <NormanBulletController>(); control.SetDirect(direct.x, direct.y); }
void SelfDestruct() { GameObject bullet = Instantiate(m_bulletObject, transform.position, Quaternion.identity); bullet.transform.parent = transform.parent; NormanBulletController control = bullet.GetComponent <NormanBulletController>(); if (control) { control.SetDirect(1, 0); } // bullet = Instantiate(m_bulletObject, transform.position, Quaternion.identity); bullet.transform.parent = transform.parent; control = bullet.GetComponent <NormanBulletController>(); if (control) { control.SetDirect(-1, 0); } GameObject.Destroy(gameObject); }
void Fire() { GameObject bullet = Instantiate(m_BulletObject, m_shooter.position, Quaternion.identity); NormanBulletController control = bullet.GetComponent <NormanBulletController>(); if (control) { control.SetDirect(-transform.localScale.x, 0); } bullet = Instantiate(m_BulletObject, m_shooter.position, Quaternion.identity); control = bullet.GetComponent <NormanBulletController>(); if (control) { control.SetDirect(-transform.localScale.x * 0.8f, 0.15f); } bullet = Instantiate(m_BulletObject, m_shooter.position, Quaternion.identity); control = bullet.GetComponent <NormanBulletController>(); if (control) { control.SetDirect(-transform.localScale.x * 0.8f, -0.15f); } }