void fireType32() { GameObject.Instantiate(bullet[0], transform.position, Quaternion.identity); mbull = bullet[0].GetComponent <MonsterBullet>(); mbull.bulletNumber = 32; mbull.rotaAngle = -10f + 90f; }
// 8颗子弹其发射 void fireType5() { for (int i = 0; i < 8; i++) { GameObject.Instantiate(bullet[0], transform.position, Quaternion.identity); mbull = bullet[0].GetComponent <MonsterBullet>(); mbull.bulletNumber = 5; mbull.rotaAngle = i * 45f; } }
void fireType8() { if (audio != null) { audio.Play(); } for (int i = 0, k = bullet.Length; i < k; i++) { GameObject.Instantiate(bullet[i], transform.position, Quaternion.identity); mbull = bullet[i].GetComponent <MonsterBullet>(); mbull.bulletNumber = 8; } }
void fireType4() { GameObject.Instantiate(bullet[0], transform.position, Quaternion.identity); mbull = bullet[0].GetComponent <MonsterBullet>(); mbull.bulletNumber = 4; GameObject player = GameObject.FindGameObjectWithTag("Player"); if (player != null) { float angle = Utils.ComputeAngle( player.transform.position, transform.parent.transform.position ); mbull.rotaAngle = angle; } }
void fireType6() { GameObject.Instantiate(bullet[0], transform.position, Quaternion.identity); mbull = bullet[0].GetComponent <MonsterBullet>(); mbull.bulletNumber = 6; }
void fireType3() { n3++; if (n3 % timerInterval3 == 0) { if (audio != null) { audio.Play(); } GameObject.Instantiate(bullet[0], transform.position, Quaternion.identity); mbull = bullet[0].GetComponent <MonsterBullet>(); mbull.bulletNumber = 3; int index = n3 / timerInterval3; switch (index) { case 1: mbull.upSpeed = 0f; mbull.downSpeed = 0f; mbull.leftSpeed = 0f; mbull.rightSpeed = 1f; break; case 2: mbull.upSpeed = 0f; mbull.downSpeed = 1f; mbull.leftSpeed = 0f; mbull.rightSpeed = 1f; break; case 3: mbull.upSpeed = 0f; mbull.downSpeed = 1f; mbull.leftSpeed = 0f; mbull.rightSpeed = 0f; break; case 4: mbull.upSpeed = 0f; mbull.downSpeed = 1f; mbull.leftSpeed = 1f; mbull.rightSpeed = 0f; break; case 5: mbull.upSpeed = 0f; mbull.downSpeed = 0f; mbull.leftSpeed = 1f; mbull.rightSpeed = 0f; break; case 6: mbull.upSpeed = 1f; mbull.downSpeed = 0f; mbull.leftSpeed = 1f; mbull.rightSpeed = 0f; break; case 7: mbull.upSpeed = 1f; mbull.downSpeed = 0f; mbull.leftSpeed = 0f; mbull.rightSpeed = 0f; break; case 8: mbull.upSpeed = 1f; mbull.downSpeed = 0f; mbull.leftSpeed = 0f; mbull.rightSpeed = 1f; break; default: n3 = 0; break; } } }