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- public bool isCoroutineReady;
- private void Start()
- {
- if(EnemyStats.distance <= 0)
- {
- isCoroutineReady = true;
- }
- }
- private void Update()
- {
- if (isCoroutineReady)
- {
- randomCourutine();
- isCoroutineReady = false;
- }
- }
- IEnumerator Fire1Projectiles(float time)
- {
- Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
- yield return new WaitForSeconds(3f);
- isCoroutineReady = true;
- yield return null;
- }
- IEnumerator Fire3Projectiles(float time)
- {
- Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
- yield return new WaitForSeconds(time);
- Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
- yield return new WaitForSeconds(time);
- Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
- yield return new WaitForSeconds(5f);
- isCoroutineReady = true;
- yield return null;
- }
- IEnumerator Fire6Projectiles(float time)
- {
- Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
- yield return new WaitForSeconds(time);
- Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
- yield return new WaitForSeconds(time);
- Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
- yield return new WaitForSeconds(time);
- Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
- yield return new WaitForSeconds(time);
- Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
- yield return new WaitForSeconds(time);
- Instantiate(weapon[UnityEngine.Random.Range(0, 4)], gunPosition.transform.position, gunPosition.transform.rotation);
- yield return new WaitForSeconds(5f);
- isCoroutineReady = true;
- yield return null;
- }
- public void randomCourutine()
- {
- isCoroutineReady = true;
- switch (UnityEngine.Random.Range(0, 2))
- {
- case 1:
- Debug.Log("C1");
- StartCoroutine(Fire6Projectiles(1.3f));
- break;
- case 2:
- Debug.Log("C1");
- StartCoroutine(Fire1Projectiles(1f));
- break;
- }
- }
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