About 'Repeat Fire Coroutine'!

Hello Rick, could you please clarify what’s the difference between your way in the lecture and the one below?

 private void Fire()
        if (Input.GetButton("Fire1"))
IEnumerator FireContinuously()
            GameObject laser = Instantiate(laserPrefab, transform.position, Quaternion.identity) as 
            laser.GetComponent<Rigidbody2D>().velocity = new Vector2(0, projectileSpeed);
            yield return new WaitForSeconds(projectileFiringPeriod);

Top of the morning, guys! First of all, thanks for the course, it’s going great so far. Second, I should apologize for my English, it’s not my first language. :slight_smile:

To the point, I would be really grateful if I had your opinion on my solution to the fire rate coroutine issue. I’m sure it’s not the best, but I just want to know EVERYTHING!:slight_smile:

Thanks and have a good day!

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