using System; using UnityEngine; public class DelayedAimShot : Projectile { [SerializeField] private float aimDelay; [SerializeField] private float aimedSpeed; [SerializeField] private float movementDelay; private Vector3 GetAimedDirection() { return (WaveManager.instance.GetRandomPlayerPoint() - transform.position).normalized; } protected override void Update() { if (aimDelay > 0) { aimDelay -= Time.deltaTime; if (aimDelay <= 0) { speed = aimedSpeed; if (movementDelay <= 0) { direction = GetAimedDirection(); } else { direction = Vector2.zero; } } } else if (movementDelay > 0) { movementDelay -= Time.deltaTime; if (movementDelay <= 0) { direction = GetAimedDirection(); } } } }