public void firestage1() { stage1timer += Time.deltaTime; if (stage1timer > stage1shootinterval) { stage1timer = 0; Vector3 spanwpos = new Vector3(-1, gameObject.transform.position.y, 10f); for (stage1rot = 0; stage1rot < 2 * Mathf.PI; stage1rot += rotdegree) { spanwpos.x += 1.70f * Mathf.Cos(stage1rot); spanwpos.z -= 1.70f * Mathf.Sin(stage1rot); GameObject obj = Instantiate(stag1bullet, spanwpos, Quaternion.identity) as GameObject; ene2bullet bb = obj.GetComponent <ene2bullet>(); bb.thrust = new Vector3(0, 0, 300); Quaternion rot = Quaternion.Euler(new Vector3(0, stage1rot * 180 / Mathf.PI, 0)); bb.GetComponent <Rigidbody>().MoveRotation(rot); } } }
public void firestage2() { stg2timer += Time.deltaTime; if (stg2timer > stage2shootinterval) { stg2timer = 0; Vector3 spanwpos = new Vector3(-1, gameObject.transform.position.y, gameObject.transform.position.z); if (stg2cnt >= 20) { stg2cnt = 0; } stg2rot = stg2cnt * rotdegree; spanwpos.x += 4f * Mathf.Cos(stg2cnt); spanwpos.z -= 4f * Mathf.Sin(stg2cnt); GameObject obj = Instantiate(stag2bullet, spanwpos, Quaternion.identity) as GameObject; ene2bullet bb = obj.GetComponent <ene2bullet>(); bb.thrust = new Vector3(0, 0, 300); Quaternion rot = Quaternion.Euler(new Vector3(0, stg2cnt * 180 / Mathf.PI, 0)); bb.GetComponent <Rigidbody>().MoveRotation(rot); stg2cnt++; } }