IEnumerator FirePhotonRight() { GameObject tempProj = Instantiate(photonProj, rightCannonPos, transform.rotation); StandardFireFunctions.FireDownFakeGravity(tempProj, 85); yield return(new WaitForSeconds(0.75f)); }
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); }
void ShootPhoton() { GameObject proj = Instantiate(photon_proj, firingPositions[3], transform.rotation); StandardFireFunctions.FireDownFakeGravity(proj, 30); }
IEnumerator SpeedUp() { StandardFireFunctions.FireDownFakeGravity(gameObject, startingSpeed); startingSpeed = startingSpeed + speedUpSpeed; yield return(new WaitForSeconds(timeBetweenSpeedChanges)); }
IEnumerator ShootDown() { StandardFireFunctions.FireDownFakeGravity(gameObject, speed); speed = speed + 1.0f; yield return(new WaitForSeconds(0.01f)); }