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Jul 19th, 2019
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  1. public bool isCoroutineReady;
  2.  
  3.  private void Start()
  4.     {
  5.         if(EnemyStats.distance <= 0)
  6.         {
  7.             isCoroutineReady = true;
  8.         }
  9.     }
  10.  
  11.  
  12.  private void Update()
  13.     {
  14.        
  15.        
  16.         if (isCoroutineReady)
  17.             {
  18.                  randomCourutine();
  19.            
  20.                 isCoroutineReady = false;
  21.  
  22.             }
  23.     }
  24.  
  25. IEnumerator Fire1Projectiles(float time)
  26.     {
  27.         Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
  28.         yield return new WaitForSeconds(3f);
  29.         isCoroutineReady = true;
  30.         yield return null;
  31.     }
  32.  
  33.  IEnumerator Fire3Projectiles(float time)
  34.     {
  35.         Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
  36.         yield return new WaitForSeconds(time);
  37.         Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
  38.         yield return new WaitForSeconds(time);
  39.         Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
  40.         yield return new WaitForSeconds(5f);
  41.         isCoroutineReady = true;
  42.         yield return null;
  43.     }
  44.  
  45.     IEnumerator Fire6Projectiles(float time)
  46.     {
  47.         Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
  48.         yield return new WaitForSeconds(time);
  49.         Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
  50.         yield return new WaitForSeconds(time);
  51.         Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
  52.         yield return new WaitForSeconds(time);
  53.         Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
  54.         yield return new WaitForSeconds(time);
  55.         Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
  56.         yield return new WaitForSeconds(time);
  57.         Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
  58.         yield return new WaitForSeconds(5f);
  59.         isCoroutineReady = true;
  60.         yield return null;
  61.     }
  62.  
  63.  
  64.     public void randomCourutine()
  65.     {
  66.         isCoroutineReady = true;
  67.  
  68.         switch (UnityEngine.Random.Range(0, 2))
  69.         {
  70.            
  71.             case 1:
  72.                 Debug.Log("C1");
  73.                  StartCoroutine(Fire6Projectiles(1.3f));
  74.                 break;
  75.             case 2:
  76.                 Debug.Log("C1");
  77.                 StartCoroutine(Fire1Projectiles(1f));
  78.                 break;
  79.            
  80.  
  81.  
  82.  
  83.         }
  84.        
  85.     }
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