void Hit() { trail.Stop(); transform.position = new Vector3(-1000,-1000,-1000); BulletState = BulletStateEnum.Waiting; currWaitTime = waitingTime; }
void Shooting() { transform.position = new Vector3(transform.position.x,transform.position.y+Time.deltaTime*bulletSpeed,transform.position.z); if (transform.position.y >= Barrier.position.y) { BulletState = BulletStateEnum.Hit; } }
void OnTriggerEnter(Collider other) { if (other.tag == "alien") { BulletState = BulletStateEnum.Hit; } }
IEnumerator initialFire() { yield return(new WaitForSeconds(initialDelay)); BulletState = BulletStateEnum.ShouldShoot; yield break; }
void Hit() { trail.Stop(); transform.position = new Vector3(-1000, -1000, -1000); BulletState = BulletStateEnum.Waiting; currWaitTime = waitingTime; }
public bool fire() { if (BulletState == BulletStateEnum.Available) { BulletState = BulletStateEnum.ShouldShoot; return true; } return false; }
void Waiting() { currWaitTime -= Time.deltaTime; if (currWaitTime <= 0) { BulletState = BulletStateEnum.ShouldShoot; } }
void Shooting() { transform.position = new Vector3(transform.position.x, transform.position.y + Time.deltaTime * bulletSpeed, transform.position.z); if (transform.position.y >= Barrier.position.y) { BulletState = BulletStateEnum.Hit; } }
void ShouldShoot() { Debug.Log("Shoot"); transform.position = Human.position; //gameObject.SetActive(true); trail.Play(); Camera.main.GetComponent <MainScript>().playPew(); BulletState = BulletStateEnum.Shooting; }
public bool fire() { if (BulletState == BulletStateEnum.Available) { BulletState = BulletStateEnum.ShouldShoot; return(true); } return(false); }
void ShouldShoot() { Debug.Log("Shoot"); transform.position = Human.position; //gameObject.SetActive(true); trail.Play(); Camera.main.GetComponent<MainScript>().playPew(); BulletState = BulletStateEnum.Shooting; }
IEnumerator initialFire() { yield return new WaitForSeconds(initialDelay); BulletState = BulletStateEnum.ShouldShoot; yield break; }
public void disable() { BulletState = BulletStateEnum.Available; }
void Waiting() { currWaitTime-=Time.deltaTime; if (currWaitTime <= 0) { BulletState = BulletStateEnum.ShouldShoot; } }