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Question by ojl10 · Dec 29, 2018 at 04:59 PM · c#arrayfiresequence

How to fire missiles sequentially?

Hello, I'm making a missile asset that can lock on to targets, it works fine but I'm having a problem figuring out how to fire an array of missiles at different times e.g. all 6 at once but with a second gap between each missile or all 6 individually at the press of a button. using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class Missle : MonoBehaviour
 {
     public GameObject explosionEffect;
     public Rigidbody Rb;
     public Transform target;
     [SerializeField]
     bool Chase;
     [SerializeField]
     bool Eject;
     public FixedJoint FJ;
 
     public float turn;
     public float rocketVelocity;
     float accel = 3;
     
     // Start is called before the first frame update
     void Start()
     {
         Rb.GetComponent<Rigidbody>();
     }
 
 
 
     // Update is called once per frame
     void FixedUpdate()
     {
         //initiate rocket
         if (Input.GetKey("u") && Chase == false && Eject == false)
         {
             Ejected();
         }
         if (Input.GetKey("i"))
         {
             Explode();
         }
         // fire away from floor
         if (Eject == true)
         {
             Rb.velocity = transform.forward * 10f;
         }
         //lock on to target and chase
         if (Chase == true)
         {
             Rb.velocity = transform.forward * rocketVelocity;
             var rocketTargetRotation = Quaternion.LookRotation(target.position - transform.position);
             Rb.MoveRotation(Quaternion.RotateTowards(transform.rotation, rocketTargetRotation, turn));
         }
     }
 
     // Start the Eject sequence and call countdown for the rockets lock on
     void Ejected()
     {
         Eject = true;
         Fired();
     }
 
 
     //once the timer is over call the chase sequence to get the target and chase it.
     void Fired() { StartCoroutine(CountTillChase()); }
     IEnumerator CountTillChase()
     {
 
         yield return new WaitForSeconds(1);
         Eject = false;
         yield return new WaitForSeconds(1);
         Chase = true;
         // Code here will be executed after 3 secs
         //Do stuff here
     }
     //Oncollision in the Chase stage call the explosion method
     private void OnTriggerEnter(Collider other)
     {
         if (Chase)
             Explode();
     }
     //Spawns particle effect and destroys the object whilst applying force to nearby rigid bodies
     void Explode()
     {
         Instantiate(explosionEffect, transform.position, transform.rotation);
 
         Collider[] colliders = Physics.OverlapSphere(transform.position, 10);
 
         foreach (Collider nearByObjects in colliders)
         {
             Rigidbody ERB = nearByObjects.GetComponent<Rigidbody>();
             if (ERB != null)
             {
                 Rb.AddExplosionForce(10000, transform.position, 10000);
             }
         
         }
         
         Destroy(gameObject);
     }
 }
 
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