IEnumerator Live()
{
while (true)
{
float posY = 0.0f;
float posX = 2.0f;
Vector3 negXY = new Vector3(this.transform.position.x,
this.transform.position.y,
0.0f);
Vector3 posXY = new Vector3(this.transform.position.x,
this.transform.position.y,
0.0f);
for (int i = 0; i < 1; ++i)
{
Vector3 objectPosition = Vector3.Lerp(negXY, posXY, (float)i * (1.0f/Points));
GameObject bCloneEP = Instantiate(Bullet, new Vector3(objectPosition.x,
objectPosition.y - posY,
objectPosition.z),
Quaternion.identity) as GameObject;
posY -= 4;
posX = -4;
for (int ii = 0; ii < 3; ++ii)
{
Vector3 objectPosition2 = Vector3.Lerp(negXY, posXY, (float)ii * (1.0f/Points));
GameObject bCloneEP2 = Instantiate(Bullet, new Vector3(objectPosition.x + posX,
objectPosition.y - posY,
objectPosition.z),
Quaternion.identity) as GameObject;
posX += 4.0f;
if( ii == 3)
{
posX = -8.0f;
}
}
for (int iii = 0; iii < 5; ++iii)
{
posY = -8.0f;
Vector3 objectPosition2 = Vector3.Lerp(negXY, posXY, (float)iii * (1.0f/Points));
GameObject bCloneEP2 = Instantiate(Bullet, new Vector3(objectPosition.x + posX,
objectPosition.y - posY,
objectPosition.z),
Quaternion.identity) as GameObject;
posX -= 4.0f;
}
}
Alright, well that works. But it’s painful to look at. I’ll edit it as I go along to make it done through a single loop instead of through multiple loops.