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Laser.cs
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Laser.cs
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using System.Collections;
using UnityEngine;
public class Laser : MonoBehaviour
{
CameraManager cameraManager;
SpriteRenderer spriteRenderer;
BoxCollider2D boxCollider;
Vector3 startPos;
private void Awake()
{
cameraManager = FindObjectOfType<CameraManager>();
spriteRenderer = GetComponent<SpriteRenderer>();
boxCollider = GetComponent<BoxCollider2D>();
}
void Start()
{
startPos = transform.localPosition;
float rot = Random.Range(-35f, 35f);
transform.localEulerAngles = new Vector3(0f, 0f, rot);
StartCoroutine(CreateLaser());
}
IEnumerator CreateLaser()
{
transform.localScale = new Vector3(transform.localScale.x, 20f, 0f);
transform.localPosition -= 10f * transform.up;
float t = 0f;
while (t < 0.5f)
{
transform.localScale += new Vector3(0.5f * Time.deltaTime, 0f, 0f);
t += Time.deltaTime;
yield return null;
}
cameraManager.CameraShake(10f, 0.1f);
spriteRenderer.color = new Color32(255, 66, 66, 255);
transform.localScale = new Vector3(0.2f, 0f, 0f);
transform.localPosition = startPos;
boxCollider.enabled = true;
StartCoroutine(MoveLaser());
}
IEnumerator MoveLaser()
{
float t = 0f;
float speed = 40f;
while (t < 0.25f)
{
transform.localPosition -= speed * Time.deltaTime * transform.up;
transform.localScale += new Vector3(0f, Time.deltaTime * 2f * speed, 0f);
spriteRenderer.color += new Color(0f, 0f, 0f, Time.deltaTime);
t += Time.deltaTime;
yield return null;
}
Destroy(gameObject);
}
}