Пример #1
0
 void ShootLaser(EnemyCannons cannons)
 {
     cannons.FireStraightForward();
     if (isQuadFireShip)
     {
         cannons.FireStraightForward();
     }
 }
Пример #2
0
    void ShootNonStop()
    {
        EnemyCannons cannons = GetComponentInChildren <EnemyCannons>();

        cannons.FireStraightForward();
        if (isQuadFireShip)
        {
            cannons.FireStraightForward();
        }
    }
Пример #3
0
    // Update is called once per frame
    void Update()
    {
        // check if can shoot
        if (canShootLaser || canShootTorpedo || canShootMissile)
        {
            Vector2 pos = new Vector2(transform.position.x + 0.5f, transform.position.y);
            // raycast to player ship
            RaycastHit2D hit = Physics2D.Raycast(pos, transform.right);
            if (hit.collider != null)
            {
                if (hit.transform.tag == "PlayerShipTag")
                {
                    // if successful, shoot
                    EnemyCannons cannons = GetComponentInChildren <EnemyCannons>();
                    if (canShootTorpedo)
                    {
                        if (2.5f < Vector2.Distance(transform.position, hit.transform.position))
                        {
                            StartCoroutine(PlayMissileLockBeep());

                            cannons.FireTorepdo(hit.transform.gameObject);
                            canShootTorpedo = false;
                            Invoke("CanShootTorpedo", torpedoMissileShootingSpeed);
                        }
                    }
                    else if (canShootLaser)
                    {
                        ShootLaser(cannons);
                        canShootLaser = false;
                        Invoke("CanShoot", laserShootingSpeed);
                    }
                    else
                    {
                        if (2.5f < Vector2.Distance(transform.position, hit.transform.position))
                        {
                            StartCoroutine(PlayMissileLockBeep());

                            cannons.FireMissile(hit.transform.gameObject);
                            canShootMissile = false;
                            Invoke("CanShootMissile", torpedoMissileShootingSpeed);
                        }
                    }
                }
            }
        }
    }
Пример #4
0
    void ShootLasers()
    {
        EnemyCannons cannons = GetComponentInChildren <EnemyCannons>();

        cannons.FireStraightForward();
    }