void HandleBulletAcc(EnemyBullet_Transable_Forward bullet, Vector2 dir) { RaycastHit2D hit0 = Physics2D.Raycast(bullet.transform.position, dir.normalized, 3000f, enemyMask); if (!hit0) { return; } if (hit0.collider.gameObject.GetComponent <Enemy>() != null) { StartCoroutine(DoBulletAcc(bullet)); //bullet.GetComponent<Rigidbody2D>().velocity *= 2.25f; //bullet.transform.localScale *= 2f; } }
IEnumerator DoBulletAcc(EnemyBullet_Transable_Forward bullet) { float timer = 0f; while (timer < bulletAccWaitTime) { timer += Time.fixedDeltaTime; if (busy) { timer = 0f; } yield return(new WaitForFixedUpdate()); } if (bullet != null) { bullet.GetComponent <Rigidbody2D>().velocity *= 4f; //bullet.friendly = true; bullet.GetComponent <TrailRenderer>().startColor = new Color(1f, 0.7f, 0.7f); bullet.GetComponent <TrailRenderer>().endColor = Color.white; bullet.transform.localScale = new Vector3(1.4f, 1.4f, 1f); } }