示例#1
0
    IEnumerator FirePhotonRight()
    {
        GameObject tempProj = Instantiate(photonProj, rightCannonPos, transform.rotation);

        StandardFireFunctions.FireDownFakeGravity(tempProj, 85);
        yield return(new WaitForSeconds(0.75f));
    }
示例#2
0
    IEnumerator FireWaves()
    {
        tempProj = Instantiate(proj, blasterPos, transform.rotation);
        StandardFireFunctions.FireDownDegreeOffset(tempProj, 20, 100);
        tempProj = Instantiate(proj, blasterPos, transform.rotation);
        StandardFireFunctions.FireDownDegreeOffset(tempProj, -20, 100);
        tempProj = Instantiate(proj, blasterPos, transform.rotation);
        StandardFireFunctions.FireDownFakeGravity(tempProj, 100);
        yield return(new WaitForSeconds(0.75f));

        tempProj = Instantiate(proj, blasterPos, transform.rotation);
        StandardFireFunctions.FireDownDegreeOffset(tempProj, 10, 100);
        tempProj = Instantiate(proj, blasterPos, transform.rotation);
        StandardFireFunctions.FireDownDegreeOffset(tempProj, -10, 100);
        tempProj = Instantiate(proj, blasterPos, transform.rotation);
        StandardFireFunctions.FireDownDegreeOffset(tempProj, 28, 100);
        tempProj = Instantiate(proj, blasterPos, transform.rotation);
        StandardFireFunctions.FireDownDegreeOffset(tempProj, -28, 100);
    }
示例#3
0
    void ShootPhoton()
    {
        GameObject proj = Instantiate(photon_proj, firingPositions[3], transform.rotation);

        StandardFireFunctions.FireDownFakeGravity(proj, 30);
    }
示例#4
0
 IEnumerator SpeedUp()
 {
     StandardFireFunctions.FireDownFakeGravity(gameObject, startingSpeed);
     startingSpeed = startingSpeed + speedUpSpeed;
     yield return(new WaitForSeconds(timeBetweenSpeedChanges));
 }
示例#5
0
 IEnumerator ShootDown()
 {
     StandardFireFunctions.FireDownFakeGravity(gameObject, speed);
     speed = speed + 1.0f;
     yield return(new WaitForSeconds(0.01f));
 }