private void BowShoot() { getBullet(); if (Input.GetMouseButton(0) && timer < weaponinfo.bowTime) { weaponinfo.GetComponent <SpriteRenderer>().sprite = Resources.Load("Weapon/" + weaponinfo.iconName + "_1", typeof(Sprite)) as Sprite; timer += Time.deltaTime * 2; } int power = Mathf.RoundToInt(timer); bullet.GetComponent <WeaponInfo>().damage = weaponinfo.damage * power; bullet.GetComponent <Bullet>().Speed = 8 * (power + 1); if (Input.GetMouseButtonUp(0)) { timer = 0; weaponinfo.GetComponent <SpriteRenderer>().sprite = Resources.Load("Weapon/" + weaponinfo.iconName, typeof(Sprite)) as Sprite; if (PlayerControl._player.transform.localScale.x == 1) { GameObject instbullet = Instantiate(bullet, shootPos.position, shootPos.rotation) as GameObject; instbullet.transform.localScale = new Vector3(1.5f, 0.5f, 1f); Destroy(instbullet, weaponinfo.shootDistance / 2); } else { GameObject instbullet = Instantiate(bullet, shootPos.position, shootPos.rotation) as GameObject; instbullet.transform.localScale = new Vector3(-1.5f, 0.5f, 1f); instbullet.GetComponent <Bullet>().Speed = -instbullet.GetComponent <Bullet>().Speed; Destroy(instbullet, weaponinfo.shootDistance / 2); } } }