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@ -0,0 +1,27 @@ |
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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)); |
|||
} |
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yield return null; |
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} |
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} |
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} |
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@ -0,0 +1,37 @@ |
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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; |
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Destroy(this.gameObject); |
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} |
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} |
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Reference in new issue