示例#1
0
    // Update is called once per frame
    protected override void OverrideUpdate()
    {
        actTime++;
        if (actTime > 120 - level * 15)
        {
            actTime = 0;
            switch (sw)
            {
            case 0:
                Jump();
                sw = 1;
                break;

            case 1:
                anm.Attack();
                sw = 0;
                kb = 0.3f;
                StartCoroutine(Shot());
                break;
            }
        }

        Move();
        KB();
        Grav();
    }
示例#2
0
 IEnumerator Shot()
 {
     for (int i = 0; i < 4 + level; i++)
     {
         anm.Attack();
         Instantiate(bullet, new Vector3(direction == true?transform.position.x + 0.2f:transform.position.x - 0.2f, transform.position.y + 0.25f, 2), Quaternion.identity);
         //b.GetComponent<Boss02Bullet> ().Direction(direction);
         yield return(new WaitForSeconds(0.65f - 0.1f * level));
     }
 }
示例#3
0
 IEnumerator Shot()
 {
     for (int i = 0; i < 4 + level; i++)
     {
         anm.Attack();
         GameObject b = (GameObject)Instantiate(bullet, new Vector3(direction == true?transform.position.x + 0.2f:transform.position.x - 0.2f, transform.position.y, 0), Quaternion.identity);
         b.GetComponent <Boss03Bullet> ().Direction(direction, 1 + i);
         EventManager.Invoke(ref EventManager.OnFire);
         yield return(new WaitForSeconds(0.25f - 0.03f * level));
     }
 }