IEnumerator PowerAttack() { Attacked = true; anim.SetTrigger("StrongAttack"); audioSrc.PlayOneShot(fire); powCount.RemoveMagicCounter(1); Rigidbody Temporary_RigidBody; GameObject Temporary_Bullet_Handler; Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; Temporary_Bullet_Handler.transform.Rotate(Vector3.left); Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>(); Temporary_RigidBody.AddForce(CameraPosition.transform.forward * Bullet_Forward_Force); yield return(new WaitForSeconds(3)); }
public void SwordPowers(SwordType type) { switch (type) { case SwordType.Broad: { if (BroadSwordEnabled && BroadCount > 0) { audioSrc.PlayOneShot(BroadSwipe); BroadpowCount.RemoveBroadCounter(1); Rigidbody Temporary_RigidBody; GameObject Temporary_Bullet_Handler; Temporary_Bullet_Handler = Instantiate(Blade, Magic_Thunder_Emitter.transform.position, Magic_Thunder_Emitter.transform.rotation) as GameObject; Temporary_Bullet_Handler.transform.Rotate(30, 180, 0); Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>(); Temporary_RigidBody.AddForce(CameraPosition.transform.forward * Flame_Forward_Force * 2); Destroy(Temporary_Bullet_Handler, 0.2f); } break; } case SwordType.Flame: { if (MagicSwordEnabled && MagicCount > 0) { audioSrc.PlayOneShot(MagicFlame); MagicpowCount.RemoveMagicCounter(1); Rigidbody Temporary_RigidBody; GameObject Temporary_Bullet_Handler; Temporary_Bullet_Handler = Instantiate(Flame, Magic_Thunder_Emitter.transform.position, Magic_Thunder_Emitter.transform.rotation) as GameObject; Temporary_Bullet_Handler.transform.Rotate(0, 180, 0); Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>(); Temporary_RigidBody.AddForce(CameraPosition.transform.forward * Flame_Forward_Force); } break; } case SwordType.Thunder: { if (ThunderSwordEnabled && ThunderCount > 0) { audioSrc.PlayOneShot(ThunderBall); ThunderpowCount.RemoveThunderCounter(1); Rigidbody Temporary_RigidBody; GameObject Temporary_Bullet_Handler; Temporary_Bullet_Handler = Instantiate(ElectroBall, Magic_Thunder_Emitter.transform.position, Magic_Thunder_Emitter.transform.rotation) as GameObject; Temporary_Bullet_Handler.transform.Rotate(Vector3.left); Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>(); Temporary_RigidBody.AddForce(CameraPosition.transform.forward * Electroball_Forward_Force); } break; } case SwordType.Glace: { if (IceSwordEnabled && IceCount > 0) { audioSrc.volume = 1.0f; audioSrc.pitch = Random.Range(0.8f, 1.0f); audioSrc.PlayOneShot(IceShield); IcepowCount.RemoveIceCounter(1); Rigidbody Temporary_RigidBody; GameObject Temporary_Bullet_Handler; Temporary_Bullet_Handler = Instantiate(Shield, Ice_Emitter.transform.position, Ice_Emitter.transform.rotation) as GameObject; Temporary_Bullet_Handler.transform.Rotate(Vector3.left); Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>(); Temporary_RigidBody.AddForce(CameraPosition.transform.forward * Flame_Forward_Force); } break; } } }