public void Shooting(Ghost ghost) { if (ghost.shootInterval <= ghost.shootChance) { //고스트 불릿 생성 후 GhostBullet _bullet = Instantiate(GhostBullet, transform.position, Quaternion.identity).GetComponent <GhostBullet>(); //부모인 고스트와 위치 관계에 따라 보이는 방향 설정 if (transform.position.x > transform.GetComponentInParent <Ghost>().transform.position.x) { _bullet.transform.localScale = new Vector3(-3, 3, 3); } else { _bullet.transform.localScale = new Vector3(3, 3, 3); } ghost.shootChance = 0; } }
public void UpdateLongAtkMonsterGunShoot(Ghost mon) { if (mon.ShootTime <= mon.shoot) { if (mon.transform.localScale.x > 0) { GhostBullet _bullet = Instantiate(Bullet, transform.position, Quaternion.identity).GetComponent <GhostBullet>(); _bullet.damage = this.damage; _bullet.transform.localScale = new Vector3(1, 1, 1); _bullet.bulletSpeed = mon.AttackSpeed; } else { GhostBullet _bullet = Instantiate(Bullet, transform.position, Quaternion.identity).GetComponent <GhostBullet>(); _bullet.damage = this.damage; _bullet.transform.localScale = new Vector3(-1, 1, 1); _bullet.bulletSpeed = mon.AttackSpeed; } mon.shoot = 0; } }