void laserFlying() { bulletlogic bulletEnable = gameObject.GetComponent <bulletlogic>(); bulletEnable.doDamage = true; StartCoroutine(endAfterShot()); }
void laserEnd() { bulletlogic bulletEnable = gameObject.GetComponent <bulletlogic>(); bulletEnable.doDamage = false; destroyAfterAni("end"); }
// void setSpriteDirection(Direction direction){ // // if(direction == Direction.left || direction == Direction.right){ // //Debug.Log ("横向子弹"); // transform.rotation = Quaternion.identity; // } // else{ // transform.rotation = Quaternion.identity; // transform.Rotate(0,0,90); // } // } void laserPre() { bulletlogic bulletEnable = gameObject.GetComponent <bulletlogic>(); bulletEnable.doDamage = false; StartCoroutine(shotAfterPre()); }