Hi guys atm I have it like this which I think is probably not the way to go.
IEnumerator shootProjectile() {
timer = 0;
audio.PlayOneShot(boomNoise);
PoolManager.Pools["Bullets"].Spawn(tankShell.transform, pos1.transform.position, pos1.transform.rotation);
PoolManager.Pools["Effects"].Spawn(bangFX.transform, pos1.transform.position, pos1.transform.rotation);
yield return new WaitForSeconds(0.2);
audio.PlayOneShot(boomNoise);
PoolManager.Pools["Bullets"].Spawn(tankShell.transform, pos5.transform.position, pos5.transform.rotation);
PoolManager.Pools["Effects"].Spawn(bangFX.transform, pos5.transform.position, pos5.transform.rotation);
yield return new WaitForSeconds(0.2);
audio.PlayOneShot(boomNoise);
PoolManager.Pools["Bullets"].Spawn(tankShell.transform, pos2.transform.position, pos2.transform.rotation);
PoolManager.Pools["Effects"].Spawn(bangFX.transform, pos2.transform.position, pos2.transform.rotation);
yield return new WaitForSeconds(0.2);
audio.PlayOneShot(boomNoise);
PoolManager.Pools["Bullets"].Spawn(tankShell.transform, pos6.transform.position, pos6.transform.rotation);
PoolManager.Pools["Effects"].Spawn(bangFX.transform, pos6.transform.position, pos6.transform.rotation);
yield return new WaitForSeconds(0.2);
audio.PlayOneShot(boomNoise);
PoolManager.Pools["Bullets"].Spawn(tankShell.transform, pos3.transform.position, pos3.transform.rotation);
PoolManager.Pools["Effects"].Spawn(bangFX.transform, pos3.transform.position, pos3.transform.rotation);
yield return new WaitForSeconds(0.2);
audio.PlayOneShot(boomNoise);
PoolManager.Pools["Bullets"].Spawn(tankShell.transform, pos7.transform.position, pos7.transform.rotation);
PoolManager.Pools["Effects"].Spawn(bangFX.transform, pos7.transform.position, pos7.transform.rotation);
yield return new WaitForSeconds(0.2);
audio.PlayOneShot(boomNoise);
PoolManager.Pools["Bullets"].Spawn(tankShell.transform, pos3.transform.position, pos4.transform.rotation);
PoolManager.Pools["Effects"].Spawn(bangFX.transform, pos4.transform.position, pos4.transform.rotation);
yield return new WaitForSeconds(0.2);
audio.PlayOneShot(boomNoise);
PoolManager.Pools["Bullets"].Spawn(tankShell.transform, pos8.transform.position, pos8.transform.rotation);
PoolManager.Pools["Effects"].Spawn(bangFX.transform, pos8.transform.position, pos8.transform.rotation);
yield return new WaitForSeconds(0.2);
audio.PlayOneShot(boomNoise);
PoolManager.Pools["Bullets"].Spawn(tankShell.transform, pos9.transform.position, pos9.transform.rotation);
PoolManager.Pools["Effects"].Spawn(bangFX.transform, pos9.transform.position, pos9.transform.rotation);
yield return new WaitForSeconds(0.2);
audio.PlayOneShot(boomNoise);
PoolManager.Pools["Bullets"].Spawn(tankShell.transform, pos10.transform.position, pos10.transform.rotation);
PoolManager.Pools["Effects"].Spawn(bangFX.transform, pos10.transform.position, pos10.transform.rotation);
yield break;
}
}
I am thinking using an array or list may be better but not sure how it would work.
Any ideas?
Thanks.