IEnumerator CoroutineAttack() { while (true) { yield return(new WaitForSeconds(maxCD)); curCD = 0; animator.SetTrigger("Attack"); List <Vector2> v2s = getVector2s(DestroyBlocksCount); foreach (Vector2 v2 in v2s) { Playfield.DestroyBlock(v2); Instantiate(PublicObj.Template.GetAttackEffect(2), v2, Quaternion.identity); } } }
IEnumerator CoroutineAttack() { while (true) { yield return(new WaitForSeconds(maxCD)); curCD = 0; animator.SetTrigger("Attack"); spawner.ManipulationOfFate(FateCount); for (int i = 0; i < 3; i++) { Playfield.increaseFullRow(i); Playfield.DestroyBlock(new Vector2(Playfield.w - (1 + i), 0)); } } }