IEnumerator SwarmFire() { while (true) { // homing shot for (int i = 0; i < 6; i++) { GameObject projectile = Instantiate(bullet, transform.position, transform.rotation); StandardFireFunctions.FireAtPlayer(projectile); yield return(new WaitForSeconds(3.0f)); } yield return(new WaitForSeconds(1.0f)); // electric fields for (int i = 0; i < 4; i++) { Vector3 electricPosition = new Vector3(player.transform.position.x, player.transform.position.y, -1); Instantiate(electricity, electricPosition, transform.rotation); yield return(new WaitForSeconds(3.0f)); } } }
IEnumerator FirstSpread() { StandardFireFunctions.FireAtPlayer(Instantiate(bullet, transform.position, transform.rotation)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), firstSpreadDegree); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), -firstSpreadDegree); yield return(null); }
void Overload() { Instantiate(homingBall, transform.position, transform.rotation); StandardFireFunctions.FireAtPlayer(Instantiate(eyeshot, transform.position, transform.rotation)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(eyeshot, transform.position, transform.rotation), 20); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(eyeshot, transform.position, transform.rotation), -20); }
IEnumerator Shoot() { GameObject proj = Instantiate(bullet, transform.position, transform.rotation); StandardFireFunctions.FireAtPlayer(proj); yield return(null); }
IEnumerator shootPhoton() { GameObject proj = Instantiate(photonShot, projectileSpawnPos, transform.rotation); StandardFireFunctions.FireAtPlayer(proj); yield return(new WaitForSeconds(2.5f)); newAttack = true; yield return(new WaitForSeconds(0.5f)); }
IEnumerator shootSpread() { StandardFireFunctions.FireAtPlayer(Instantiate(projectile, projectileSpawnPos, transform.rotation)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(projectile, projectileSpawnPos, transform.rotation), firstSpreadDegree); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(projectile, projectileSpawnPos, transform.rotation), -firstSpreadDegree); yield return(new WaitForSeconds(1.5f)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(projectile, projectileSpawnPos, transform.rotation), secondSpreadDegree); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(projectile, projectileSpawnPos, transform.rotation), -secondSpreadDegree); yield return(new WaitForSeconds(1.0f)); newAttack = true; }
void Shoot() { if ((typeCount / 60) % 2 == 0) { StandardFireFunctions.FireAtPlayer(Instantiate(bullet, transform.position, transform.rotation)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), 20); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), -20); } else { StandardFireFunctions.FireAtPlayer(Instantiate(bullet, transform.position, transform.rotation)); } }
IEnumerator Shoot() { firing = true; GameObject proj = Instantiate(bullet, transform.position, transform.rotation); StandardFireFunctions.FireAtPlayer(proj); yield return(new WaitForSeconds(0.8f)); proj = Instantiate(bullet, transform.position, transform.rotation); StandardFireFunctions.FireDegreeOffsetFromPlayer(proj, 8); yield return(new WaitForSeconds(0.8f)); proj = Instantiate(bullet, transform.position, transform.rotation); StandardFireFunctions.FireDegreeOffsetFromPlayer(proj, -8); yield return(new WaitForSeconds(2.5f)); firing = false; }
public void shootStream() { GameObject proj = Instantiate(projectile, projectileSpawnPos, transform.rotation); StandardFireFunctions.FireAtPlayer(proj); }
void Shoot() { StandardFireFunctions.FireAtPlayer(Instantiate(bullet, transform.position, transform.rotation)); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), 20); StandardFireFunctions.FireDegreeOffsetFromPlayer(Instantiate(bullet, transform.position, transform.rotation), -20); }
void Shoot() { GameObject proj = Instantiate(bullet, transform.position, transform.rotation); StandardFireFunctions.FireAtPlayer(proj); }