using System.Collections; using UnityEngine; public class EnemyBurstFire : EnemyBulletPattern { [SerializeField] private int burstCount; [SerializeField] private float burstDelay; protected override void AbilityEffects() { foreach (ProjectileDirection projectile in projectileDirections) { StartCoroutine(BurstFire(projectile)); } } private IEnumerator BurstFire(ProjectileDirection moveDirection) { int currentCount = 0; while (currentCount < burstCount) { //ShootProjectile(moveDirection.projectile, direction); currentCount++; yield return new WaitForSeconds(burstDelay); } yield break; } }