Page 371 - MDP2022-3
P. 371

bullet.transform.position  =  transform.position;
                                    Rigidbody2D  rigid  =  bullet.GetComponent<Rigidbody2D>();
                                    Vector3  dirVec  =  Player.transform.position  -  transform.position;
                                    rigid.AddForce(dirVec.normalized  *  5,  ForceMode2D.Impulse);

                            }else  if(enemyName  ==  "C")
                            {
                                            GameObject  bulletR  =  objectManager.MakeObj("bulletEnemyA");


                                            bulletR.transform.position=transform.position  +  Vector3.right  *  0.2f;

                                            GameObject  bulletL  =  objectManager.MakeObj("bulletEnemyA");


                                            bulletL.transform.position  =  transform.position  +  Vector3.left  *  0.2f;


                                            Rigidbody2D  rigidR  =  bulletR.GetComponent<Rigidbody2D>();
                                    Rigidbody2D  rigidL  =  bulletL.GetComponent<Rigidbody2D>();



                                    Vector3  dirVecR  =  Player.transform.position  -  (transform.position  +
            Vector3.right  *  0.3f);
                                    Vector3  dirVecL  =  Player.transform.position  -  (transform.position  +

            Vector3.left  *  0.3f);


                                    rigidR.AddForce(dirVecR.normalized  *  5,  ForceMode2D.Impulse);
                                    rigidL.AddForce(dirVecL.normalized  *  5,  ForceMode2D.Impulse);
                            }
                                    curshortDelay  =  0;

                            }




                    }

                    void  Relode()                                  //딜레이  확인
                    {
                            curshortDelay  +=  Time.deltaTime;
                    }
                  void  OnEnable()
                    {

                            switch  (enemyName)
                            {
                                    case  "A":
                                            health  =  3;

                                            break;
                                    case  "B":
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