IEnumerator ReadyTimer() { shootingState = InterceptorShootingStates.READY; yield return(new WaitForSeconds(readyCoolDown)); shootingState = InterceptorShootingStates.LAUNCH; }
void Setup() { setupPositions = new Vector3[pooledObjects.Count]; for (int i = 0; i < setupPositions.Length; i++) { setupPositions[i] = Vector3.Scale(Random.insideUnitSphere.normalized, setupScale); } shootingState = InterceptorShootingStates.AIM; }
void Launch() { int deadCounter = 0; for (int i = 0; i < pooledObjects.Count; i++) { pooledObjects[i].Update(); if (!pooledObjects[i].Active) { deadCounter++; } } if (deadCounter >= pooledObjects.Count) { shootingState = InterceptorShootingStates.SETUP; } }