void Start() { bSpd = 0.8f; FavoriteFunction.ObjectRotation(directionVector, gameObject); AutoDestroy(); }
// Use this for initialization void Start() { directionVector = FavoriteFunction.VectorCalculator(pNum_Bullet, transform); FavoriteFunction.ObjectRotation(directionVector, gameObject); StartCoroutine(Move_IrisSkil4Bullet()); }
void Start() { FavoriteFunction.ObjectRotation(directionVector, gameObject); bSpd = 0.5f; start_position = transform.position; skill3_bullet = Resources.Load("Characters/Diana/Bullet/Diana_skill3_bullet_Child") as GameObject; }
// Use this for initialization void Start() { directionVector = FavoriteFunction.VectorCalculator(pNum_Bullet, transform); bSpd = 60f; // 20의 속도 10의 속도 = 30f FavoriteFunction.ObjectRotation(directionVector, gameObject); AutoDestroy(); }
// Use this for initialization void Start() { directionVector = FavoriteFunction.VectorCalculator(pNum_Bullet, transform); //총알의 방향 : 쏘는 순간의 상대의 위치로 bSpd = 30f; FavoriteFunction.ObjectRotation(directionVector, gameObject); AutoDestroy(); }
void Start() { directionVector = new Vector3(FavoriteFunction.VectorCalculator(pNum_Bullet, transform).x, 0f, 0f).normalized; //총알의 방향 : 직선 bSpd = 0.5f; FavoriteFunction.ObjectRotation(directionVector, gameObject); start_position = transform.position; skill3_bullet = Resources.Load("Characters/Diana/Bullet/Diana_skill3_bullet") as GameObject; }
GameObject created_bullet; //생성되는 총알 void Start() { directionVector = FavoriteFunction.VectorCalculator(pNum_Bullet, transform); //총알의 방향 : 쏘는 순간의 상대의 위치로 bSpd = 0.7f; FavoriteFunction.ObjectRotation(directionVector, gameObject); created_bullet = Resources.Load("Characters/Diana/Bullet/created_bullet") as GameObject; create_bullet_vector1 = Vector3.Cross(directionVector, new Vector3(0f, 0f, 1f)).normalized; create_bullet_vector2 = Vector3.Cross(directionVector, new Vector3(0f, 0f, -1f)).normalized; AutoDestroy(); StartCoroutine(Create_Bullet()); }