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using System.Collections; |
||||
|
using System.Collections.Generic; |
||||
|
using UnityEngine; |
||||
|
|
||||
|
public class BulletFather : MonoBehaviour |
||||
|
{ |
||||
|
[Header("×Óµ¯Ò©Ô¤ÖÆÌå")] |
||||
|
public GameObject bullet; |
||||
|
|
||||
|
public IEnumerator CreateBulleNode(List<MapUnity> destinationMapUnity) |
||||
|
{ |
||||
|
for (int i = 0; i < destinationMapUnity.Count; i++) |
||||
|
{ |
||||
|
var bulle = Instantiate(bullet, transform.position, bullet.transform.localRotation); |
||||
|
if (i < destinationMapUnity.Count - 1) |
||||
|
{ |
||||
|
StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(destinationMapUnity[i].transform, GameManager.Instance.player.transform)); |
||||
|
//yield return new WaitForSeconds(0.1f);
|
||||
|
} |
||||
|
else |
||||
|
{ |
||||
|
yield return StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(destinationMapUnity[i].transform, GameManager.Instance.player.transform)); |
||||
|
} |
||||
|
yield return null; |
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} |
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} |
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} |
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|
using System.Collections; |
||||
|
using System.Collections.Generic; |
||||
|
using UnityEngine; |
||||
|
|
||||
|
public class FireStraightBullet : BulletNode |
||||
|
{ |
||||
|
public GameObject destroyBoom; |
||||
|
public GameObject targetPlan;//夷能
|
||||
|
bool isDone; |
||||
|
public override IEnumerator MoveToDestination(Transform inputDestination, Transform inputStartPoint) |
||||
|
{ |
||||
|
startPoint = inputStartPoint.position; |
||||
|
destination = inputDestination.position; |
||||
|
// destination.y = startPoint.y -0.5f;
|
||||
|
// destination.y = startPoint.y-0.35f;
|
||||
|
|
||||
|
//譜協了崔
|
||||
|
transform.position = startPoint; |
||||
|
//廬�
|
||||
|
Vector3 direction = destination - startPoint; |
||||
|
float angle = Vector3.SignedAngle(transform.forward, direction, transform.up); |
||||
|
transform.eulerAngles = new Vector3(0, angle, 0); |
||||
|
|
||||
|
//譜崔夷能了崔
|
||||
|
// transform.GetComponent<ParticleSystem>().collision.AddPlane(inputDestination);//譜協当弉
|
||||
|
targetPlan .transform .position =inputDestination.position; |
||||
|
yield return new WaitUntil(() => isDone == true); |
||||
|
yield break; |
||||
|
} |
||||
|
|
||||
|
private void OnParticleCollision(GameObject other ) |
||||
|
{ |
||||
|
Instantiate(destroyBoom, destination, destroyBoom.transform.rotation); |
||||
|
isDone = true; |
||||
|
Destroy(this.gameObject); |
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|
} |
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} |
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