private IEnumerator ShotHelp() { for (int i = 0; i < 5; i++) { float distance = 0.2f; Vector3 random = new Vector3(Random.Range(-distance, distance), Random.Range(-distance, distance), Random.Range(-distance, distance)); GameObject temp = GameObject.Instantiate(m_View.Prefab_Bullet, m_View.ShootPos.position + random, Quaternion.identity, m_View.Bullet_Parents); BulletHelp tempBulletHelp = temp.GetComponent <BulletHelp>(); if (tempBulletHelp == null) { tempBulletHelp = temp.AddComponent <BulletHelp>(); } tempBulletHelp.Shoot(m_View.ShootPos.forward, 3000, Damage / 5); Durable--; yield return(new WaitForSeconds(0.01f)); } StartCoroutine(DelayTime()); }
/// <summary> /// 射击辅助函数. /// </summary> /// <returns></returns> private IEnumerator ShootHelp() { if (Durable > 0) { PlayAudio(); PlayEffect(); GameObject temp = GameObject.Instantiate(m_View.Prefab_Bullet, m_View.ShootPos.position, Quaternion.identity, m_View.Bullet_Parents); BulletHelp tempBulletHelp = temp.GetComponent <BulletHelp>(); if (tempBulletHelp == null) { tempBulletHelp = temp.AddComponent <BulletHelp>(); } tempBulletHelp.Shoot(m_View.ShootPos.forward, 3000, Damage); Durable--; yield return(new WaitForSeconds(0.1f)); CanShoot = true; } }