/// <summary> /// Fires projectiles in a pattern determined by the firemode at the player. /// </summary> private IEnumerator Shoot() { canShoot = false; //for (int x = 0; x < 25; x++) //{ // if (projectileArray[x]) // { // GameObject projectile = // objectPoolManager.Spawn(gameObject, projectileTypeIdentifier, shootPoint[x].position, // shootPoint[x].rotation); // projectile.GetComponent<Transform>().Rotate(Random.Range(-spread, spread), // Random.Range(-spread, spread), // Random.Range(-spread, spread)); // projectile.GetComponent<Projectile>() // .SetColors(projectileAlbedoColor, projectileEmissionColor); // Projectile projectileScript = projectile.GetComponent<Projectile>(); // projectileScript.Launch(0); // //projectile.GetComponent<Rigidbody>().velocity = // // projectile.transform.forward * projectileSpeed; // if (canRotate) // { // StartCoroutine(rotateProjectile(projectile)); // } // } //} GameObject projectile = objectPoolManager.Spawn(gameObject, patternId, shootPoint.position, shootPoint.rotation); ProjectilePattern projectileScript = projectile.GetComponent <ProjectilePattern>(); projectileScript.Launch(0); yield return(new WaitForSeconds(fireRate)); canShoot = true; }
/// <summary> /// Fires projectiles in a pattern determined by the firemode at the player. /// </summary> private IEnumerator Shoot() { canShoot = false; GameObject projectile; if (usePattern) { projectile = objectPoolManager.Spawn( gameObject, patternId, shootPoint.position, shootPoint.rotation); ProjectilePattern projectileScript = projectile.GetComponent <ProjectilePattern>(); projectileScript.Launch(0); } else { projectile = objectPoolManager.Spawn( gameObject, projectileTypeIdentifier, shootPoint.position, shootPoint.rotation); projectile.GetComponent <Transform>().Rotate(Random.Range(-spread, spread), Random.Range(-spread, spread), Random.Range(-spread, spread)); Projectile projectileScript = projectile.GetComponent <Projectile>(); projectileScript.Launch(0); } if (canRotate) { StartCoroutine(rotateProjectile(projectile)); } yield return(new WaitForSeconds(fireRate)); canShoot = true; }