using UnityEngine; using System.Collections; public class SectorBullet : Bullet { public float delayEffect = 0.5f; public float delayRemove = 2f; private bool effected = false; public int[] targetIds; public override void Init (Map map, Vector3 position, ITarget target, Power power) { base.Init (map, position, target, power); float theta = NumberUtil.getRadianByATan(target.position.x, target.position.z, position.x, position.z); float rotateAngle = -NumberUtil.radianToAngle(theta); Vector3 eulerAngles = transform.eulerAngles; eulerAngles.y = rotateAngle; transform.eulerAngles = eulerAngles; } // Update is called once per frame override public void Update () { float currentTime = GameTime.time; if(!effected && currentTime - startTime > delayEffect) { effected = true; MakeDamage(); } if(effected && currentTime - startTime > delayRemove) { Remove(); } } protected override void MakeDamage () { for(int i=0; i