//The word "override" here lets me re-write what the function does public override IEnumerator Begin(GameObject emitter) { headScript.fireSpeed = fireSpeed; //Down mid, across mid, big wait, bottom line, top line right line yield return(new WaitForSeconds(waitTime)); headScript.Launch(emitters[0]); //Debug.Log(tileColMid); whipScript.Launch(tileColMid); yield return(new WaitForSeconds(waitTime)); whipScript.Launch(tileColR); yield return(new WaitForSeconds(waitTime * 2)); headScript.Launch(emitters[1]); yield return(new WaitForSeconds(waitTime)); stabScript.Launch(tileRowTop); yield return(new WaitForSeconds(waitTime)); stabScript.Launch(tileRowMid); yield return(new WaitForSeconds(waitTime)); stabScript.Launch(tileRowBot); }
//The word "override" here lets me re-write what the function does public override IEnumerator Begin(GameObject emitter) { //----------UPDATE THIS headScript.fireSpeed = fireSpeed; //top, mid, bottom, Head throw, left, mid, right. yield return(new WaitForSeconds(waitTime)); stabScript.Launch(tileRowTop); yield return(new WaitForSeconds(waitTime)); stabScript.Launch(tileRowMid); yield return(new WaitForSeconds(waitTime)); stabScript.Launch(tileRowBot); yield return(new WaitForSeconds(waitTime)); headScript.Launch(emitters[0]); yield return(new WaitForSeconds(waitTime)); reverseWhipScript.Launch(tileColL); yield return(new WaitForSeconds(waitTime)); whipScript.Launch(tileColMid); yield return(new WaitForSeconds(waitTime)); whipScript.Launch(tileColR); yield return(new WaitForSeconds(waitTime)); reverseWhipScript.Launch(tileColL); }
//The word "override" here lets me re-write what the function does public override IEnumerator Begin(GameObject emitter) { //----------UPDATE THIS headScript.fireSpeed = fireSpeed; //Head throw, middle row, right, mid, Head throw. yield return(new WaitForSeconds(waitTime)); headScript.Launch(emitters[0]); yield return(new WaitForSeconds(waitTime)); stabScript.Launch(tileRowMid); yield return(new WaitForSeconds(waitTime)); whipScript.Launch(tileColR); yield return(new WaitForSeconds(waitTime)); whipScript.Launch(tileColMid); yield return(new WaitForSeconds(waitTime)); headScript.Launch(emitters[0]); }
//The word "override" here lets me re-write what the function does public override IEnumerator Begin(GameObject emitter) { //----------UPDATE THIS headScript.fireSpeed = fireSpeed; //Reverse whip, middle, front. Head throw, middle col. yield return(new WaitForSeconds(waitTime)); reverseWhipScript.Launch(tileColL); yield return(new WaitForSeconds(waitTime)); whipScript.Launch(tileColMid); yield return(new WaitForSeconds(waitTime)); whipScript.Launch(tileColR); yield return(new WaitForSeconds(waitTime)); headScript.Launch(emitters[0]); yield return(new WaitForSeconds(waitTime)); whipScript.Launch(tileColMid); }
//The word "override" here lets me re-write what the function does public override IEnumerator Begin(GameObject emitter) { //----------UPDATE THIS headScript.fireSpeed = fireSpeed; //Top, bottom, head throw, front line, cris cross yield return(new WaitForSeconds(waitTime)); stabScript.Launch(tileRowTop); yield return(new WaitForSeconds(waitTime)); stabScript.Launch(tileRowBot); yield return(new WaitForSeconds(waitTime)); headScript.Launch(emitters[0]); yield return(new WaitForSeconds(waitTime)); whipScript.Launch(tileColR); yield return(new WaitForSeconds(waitTime)); stabScript.Launch(tileRowMid); yield return(new WaitForSeconds(waitTime)); whipScript.Launch(tileColR); }