Пример #1
0
    IEnumerator InstateBullet()
    {
        GameObject go = Instantiate(bulletPrefab);

        go.transform.position = transform.position;
        ZhiXianPauseBullet pauseBullet = go.GetComponent <ZhiXianPauseBullet>();

        pauseBullet.targetVec  = go.transform.position - targetVec;
        pauseBullet.isRange    = isRange;
        pauseBullet.pauseSpeed = Random.Range(2, 10);
        pauseBullet.injured    = 30;
        pauseBullet.HP         = 30;
        pauseBullet.m_Type     = BulletTpye.emptyBullet;
        yield return(new WaitForSeconds(0.02f));

        StartCoroutine(InstateBullet());
    }
Пример #2
0
 IEnumerator InstanteBullet()
 {
     for (int i = 0; i < 60; i++)
     {
         GameObject go  = Instantiate(bulletPrefab);
         Vector3    pos = new Vector3(radius * Mathf.Cos(angle * Mathf.Deg2Rad) + centerPoint.x, radius * Mathf.Sin(angle * Mathf.Deg2Rad) + centerPoint.y);
         transform.position    = new Vector3((radius - 0.1f) * Mathf.Cos(angle * Mathf.Deg2Rad) + centerPoint.x, (radius - 0.1f) * Mathf.Sin(angle * Mathf.Deg2Rad) + centerPoint.y);
         go.transform.position = pos;
         ZhiXianPauseBullet zhiXianBullet = go.GetComponent <ZhiXianPauseBullet>();
         zhiXianBullet.targetVec = new Vector2(radius * Mathf.Cos((angle) * Mathf.Deg2Rad), radius * Mathf.Sin((angle) * Mathf.Deg2Rad));
         angle += 6;
         zhiXianBullet.injured = 60;
         zhiXianBullet.HP      = 90;
         zhiXianBullet.m_Type  = BulletTpye.emptyBullet;
         SpriteRenderer render = go.GetComponent <SpriteRenderer>();
         render.sprite = sprite;
         yield return(new WaitForSeconds(0.02f));
     }
     StartCoroutine(InstanteBullet());
 }