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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class EnemyShooter : EnemyBase {
- internal override bool isPressingCrouch() => false;
- internal override bool isPressDownJump() => false;
- internal override bool isPressingLeft() => false;
- internal override bool isPressingRight() => false;
- internal override void OnHitEnemy(Collision2D collision) {}
- public float shootDelay = 5f, bulletSpeed = 1f; private float shootCooldown = 0f;
- public GameObject bullet;
- internal override void OnUpdate() {
- base.OnUpdate();
- if (!isLand) return;
- shootCooldown += Time.deltaTime;
- if (shootCooldown < shootDelay) return;
- // Éú³É×Óµ¯
- AudioM.Play("enemy_shoot", 0.3f);
- shootCooldown = shootDelay * ((float) Modules.randomDefault.NextDouble() * 0.4f - 0.2f);
- GameObject newBullet = Instantiate(bullet, transform);
- newBullet.transform.position += new Vector3(0.5f, -0.5f, 0);
- newBullet.transform.SetParent(null);
- newBullet.GetComponent<Rigidbody2D>().velocity = new Vector2((float) Modules.randomDefault.NextDouble() - 0.5f, 0.25f).normalized * bulletSpeed;
- }
- }
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