// Update is called once per frame void Update() { if (player.transform.position.x > 106 && shotState == 0) { StartCoroutine("Missiles"); shotState = 1; } else if (shotState == 2) { MissileManager.TargetLockOn(new Vector3(0, transform.position.y, transform.position.z), gameObject); } else if (shotState == 4) { if (transform.position.x < pos.x - 92.5 + ((pos.z - 10) / 10) * 3.5f) { MissileManager.ShotStop(gameObject); MissileManager.TargetLockOn(new Vector3(transform.position.x, -7, 0), gameObject); } } }
// Update is called once per frame void Update() { if (ShotState == 0) { StartCoroutine("Missile"); ShotState = 1; } else if (ShotState == 2) { MissileManager.TargetLockOn(new Vector3(player.transform.position.x, player.transform.position.y, -1.5f), gameObject); } }
// Update is called once per frame void Update() { if (player.transform.position.x > pos.x - 10 && shotState == 0 && pos.x < 40) { StartCoroutine("Missiles1to3"); } if (player.transform.position.x > 40 && shotState == 0 && pos.x < 60) { StartCoroutine("Missiles4to6"); } if (player.transform.position.x > 65 && shotState == 0 && pos.x > 60) { StartCoroutine("Missiles7and8"); } if (shotState == 2) { MissileManager.TargetLockOn(player.transform.position, gameObject); } }