void ShootBasicProjectiles() { GameObject proj = Instantiate(gravity_proj, firingPositions[0], transform.rotation); StandardFireFunctions.FireRight(proj, 60); proj = Instantiate(gravity_proj, firingPositions[1], transform.rotation); StandardFireFunctions.FireLeft(proj, 60); proj = Instantiate(gravity_proj, firingPositions[2], transform.rotation); StandardFireFunctions.FireVeticallyDegreeOffset(proj, 10); proj = Instantiate(gravity_proj, firingPositions[2], transform.rotation); StandardFireFunctions.FireVeticallyDegreeOffset(proj, -10); }
IEnumerator Shoot() { Vector3 shootLower = new Vector3(transform.position.x, transform.position.y - 5, transform.position.z); for (int i = 0; i < bulletsArray.Length; i++) { bulletsArray[i] = Instantiate(bullet, shootLower, transform.rotation); } StandardFireFunctions.FireVetically(bulletsArray[0]); StandardFireFunctions.FireVeticallyDegreeOffset(bulletsArray[1], FirstDegreeOffset); StandardFireFunctions.FireVeticallyDegreeOffset(bulletsArray[2], -FirstDegreeOffset); StandardFireFunctions.FireVeticallyDegreeOffset(bulletsArray[3], SecondDegreeOffset); StandardFireFunctions.FireVeticallyDegreeOffset(bulletsArray[4], -SecondDegreeOffset); yield return(null); }