void Shot_Missile() { if (_AniController == null) { return; } _AniController.PlayAttackShoot(fireRate); StartCoroutine(DelayAction(_AniController._ShootDelay, () => { GameObject obj = (GameObject)Instantiate(shot_range, shotSpawn.position, shotSpawn.rotation); Vector3 target_pos = GamePlayManager.Instance._PlayerManager._PlayerController.transform.position; Vector3 val = (target_pos - shotSpawn.position).normalized; wt_Mover mov = obj.GetComponent <wt_Mover>(); if (mov) { mov._isMulti = true; mov._speedX = val.x * mov.speed; mov._speedY = val.y * mov.speed; } SetDamageTrigger(obj); GetComponent <AudioSource>().Play(); })); }
void twist360_36_x(float startR) { int cnt = 36; for (int i = 0; i < cnt; i++) { GameObject obj = null; if (i == cnt - 1) { obj = _MoverRoot; } else { obj = (GameObject)Instantiate(_MoverRoot, transform.position, Quaternion.identity); } obj.transform.parent = null; obj.transform.localRotation = Quaternion.Euler(0f, 0f, startR + i * 10f); wt_Mover mov = obj.GetComponentInChildren <wt_Mover>(); if (mov) { mov._isLocalMover = true; mov._StartDelay = i * 0.1f; mov.PlayMove(); } Destroy(obj, _Duration); } Destroy(this.gameObject, _Duration); }