private void PartyHard() { GameObject EnemyCircleDetector = transform.GetChild(0).gameObject; var EnemyList = Physics2D.OverlapCircleAll(transform.position, EnemyCircleDetector.GetComponent <CircleCollider2D>().radius, 1 << LayerMask.NameToLayer("Enemy")); if (EnemyList.Length > 0) { GameObject instantiatedEffect = Instantiate <GameObject> (effect); instantiatedEffect.transform.position = transform.position; for (int i = 0; i < EnemyList.Length * (1f - missRate); i++) { //If the enemy found in the list is not null start shooting at that if (EnemyList[i] != null) { FollowPathEnemy enemy = EnemyList [i].GetComponent <FollowPathEnemy> (); enemy.LoseHealth(bulletDamage, BulletTyper.Normal); Timer = 0; } } SwitchStates = State.StartShooting; } }
private void DeployFreezeRay() { GameObject EnemyCircleDetector = transform.GetChild(0).gameObject; var EnemyList = Physics2D.OverlapCircleAll(transform.position, EnemyCircleDetector.GetComponent <CircleCollider2D>().radius, 1 << LayerMask.NameToLayer("Enemy")); if (EnemyList.Length > 0) { for (int i = 0; i < EnemyList.Length; i++) { GameObject instantiatedEffect = Instantiate <GameObject> (effect); instantiatedEffect.transform.position = transform.position; //If the enemy found in the list is not null start shooting at that if (EnemyList[i] != null) { FollowPathEnemy enemy = EnemyList [i].GetComponent <FollowPathEnemy> (); enemy.startSlow(); } Timer = 0; } SwitchStates = State.StartShooting; } }