void fire(Vector2 direct, float rotation, float speed) { m_Time = 0; m_Anim.ResetTrigger("fly"); m_Anim.ResetTrigger("power"); m_Anim.SetTrigger("attack"); m_IsAttack = true; GameObject bullet = Instantiate(m_bullet, m_shooter.position, Quaternion.identity); dragonBulletController bulletControl = bullet.GetComponent <dragonBulletController>(); if (bulletControl) { bulletControl.SetRotation(rotation); bulletControl.m_speed = speed; if (m_isPower) { bullet.GetComponent <DameController>().m_Dame++; bulletControl.SetDirect(direct.x, direct.y, 1.5f); } else { bulletControl.SetDirect(direct.x, direct.y, 1f); } } }
// Update is called once per frame void Update() { m_time += Time.deltaTime; if (m_time >= 3) { m_time -= 3; GameObject bullet = Instantiate(m_bulletObject, m_shooter_1.position, Quaternion.identity); bullet.transform.parent = transform.parent; dragonBulletController control = bullet.GetComponent <dragonBulletController>(); if (control) { control.SetDirect(-1, 0, 1); control.m_speed = 1.5f; } bullet = Instantiate(m_bulletObject, m_shooter_2.position, Quaternion.identity); bullet.transform.parent = transform.parent; control = bullet.GetComponent <dragonBulletController>(); if (control) { control.SetDirect(-1, 0, 1); control.m_speed = 1.5f; } } }