예제 #1
0
 public override void FrameAction()
 {
     if (CurrentRingCooldown > 0)
     {
         CurrentRingCooldown -= Time.deltaTime;
     }
     else
     {
         Vector2 gapDirection = _lastGapDirection.TurnedAroundOrigin(Random.Range(MIN_GAP_ROTATION, MAX_GAP_ROTATION));
         _bulletRingLauncher.LaunchRing(gapDirection);
         CurrentRingCooldown = RING_COOLDOWN;
         _lastGapDirection   = gapDirection;
     }
 }
예제 #2
0
 public override void FrameAction()
 {
     if (_currentRingCooldown > 0)
     {
         _currentRingCooldown -= Time.deltaTime;
     }
     else
     {
         Vector2 directionToPlayer = _player.transform.position - _monoBehaviour.transform.position;
         Vector2 gapDirection      = directionToPlayer.TurnedAroundOrigin(Random.Range(-MAX_GAP_ROTATION, MAX_GAP_ROTATION));
         _bulletRingLauncher.LaunchRing(gapDirection);
         _currentRingCooldown = RING_COOLDOWN;
     }
 }