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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestB2 : MonoBehaviour
{
[SerializeField] private TestBomb m_Bomb;
[SerializeField] private float m_Speed;
private Vector3 m_From;
private Vector3 m_To;
private Coroutine m_CoBomb;
Vector3 direction
{
get
{
return (m_To - m_From).normalized;
}
}
/// <summary>
/// from to ÔÚ3d¿Õ¼ä
/// </summary>
/// <param name="from"></param>
/// <param name="to"></param>
public void Set(Vector3 from, Vector3 to, float speed, float lifeTime)
{
m_From = from;
m_To = to;
m_Speed = speed;
transform.position = from;
this.gameObject.SetActive(true);
m_CoBomb = StartCoroutine(coBomb(0.1f));
Invoke("DestroySelf", lifeTime);
}
void DestroySelf()
{
if (m_CoBomb != null)
{
StopCoroutine(m_CoBomb);
m_CoBomb = null;
}
this.gameObject.SetActive(false);
Destroy(this.gameObject);
}
private void Update()
{
Vector3 pos = transform.position;
pos += direction * m_Speed * Time.deltaTime;
transform.position = pos;
}
IEnumerator coBomb(float interval)
{
while (true)
{
Vector3 pos = transform.position;
for(int i = 0; i < 1; ++i)
{
TestBomb grenade = Instantiate<TestBomb>(m_Bomb);
Vector3 position = new Vector3(pos.x + Random.Range(-3, 3), pos.y + Random.Range(-5f, 5f), 7f);
grenade.Set(position, new Vector3(0, 0, -1f), Random.Range(8f, 10f));
grenade.gameObject.SetActive(true);
}
yield return new WaitForSeconds(interval);
}
}
}
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