private IEnumerator PatternE_2() { const int shooterCount = 4; const int cycle = 620; SpiralPlacedShooterBullet[] bs = new SpiralPlacedShooterBullet[shooterCount]; for (int i = 0; i < shooterCount; ++i) { bool isBlue = (i % 2 == 0); string shape = (isBlue) ? "Common/Bullet_BlueLarge" : "Common/Bullet_RedLarge"; string bulletShape = (isBlue) ? "Common/Bullet_BlueSmall" : "Common/Bullet_RedSmall"; float orbitAngle = ((float)1 / (float)shooterCount / 2.0f) + ((float)i / (float)shooterCount); float orbitAngleRate = 0.002f; float orbitRadius = (isBlue) ? 0.9f : 0.8f; int shotTime = (isBlue) ? 20 : 25; int waitTime = (isBlue) ? 40 : 35; float bulletSpeed = (isBlue) ? 0.01f : 0.008f; bs[i] = GameSystem._Instance.CreateBullet<SpiralPlacedShooterBullet>(); bs[i].Init(shape, orbitAngle, orbitAngleRate, orbitRadius , shotTime, waitTime, 4, 700 , bulletShape, bulletSpeed, 6); } // 사이클 후 슈터 삭제 yield return new WaitForFrames(cycle - 1); for (int i = 0; i < shooterCount; ++i) { bs[i]._alive = false; } }
private IEnumerator PatternE_1() { const int shooterCount = 2; const int cycle = 700; SpiralPlacedShooterBullet[] bs = new SpiralPlacedShooterBullet[shooterCount]; for (int i = 0; i < shooterCount; ++i) { string shape = (i % 2 == 0) ? "Common/Bullet_BlueLarge" : "Common/Bullet_RedLarge"; string bulletShape = (i % 2 == 0) ? "Common/Bullet_BlueSmall" : "Common/Bullet_RedSmall"; float orbitAngle = 1.0f * ((float)i / (float)shooterCount); bs[i] = GameSystem._Instance.CreateBullet<SpiralPlacedShooterBullet>(); bs[i].Init(shape, orbitAngle, 0.002f, 0.9f , 30, 30, 3, cycle , bulletShape, 0.01f, 8); } // 사이클 후 슈터 삭제 yield return new WaitForFrames(cycle - 1); for (int i = 0; i < shooterCount; ++i) { bs[i]._alive = false; } }