public void shotBullet(BulletSide side, Vector3 startPosition, Vector3 destination, int damage, float speed, BulletType type, float maxRange, float dispersion) { bullTmp = getFreeBullet(type); bullTmp.gameObject.transform.position = startPosition; bullTmp.destination = destination; bullTmp.damage = damage; bullTmp.transform.eulerAngles = new Vector3(bullTmp.transform.eulerAngles.x, getBulletAngle(startPosition, destination), bullTmp.transform.eulerAngles.z); bullTmp.speedModifier = speed; bullTmp.type = type; bullTmp.dispersion = dispersion; bullTmp.side = side; bullTmp.maxRange = maxRange; bullTmp.initialize(); bullTmp.gameObject.SetActive(true); addActiveBullet(bullTmp); }
public void shotBullet(BulletSide side, Vector3 startPosition, Vector3 destination, int damage, float speed, BulletType type, float maxRange, float dispersion) { bullTmp=getFreeBullet(type); bullTmp.gameObject.transform.position=startPosition; bullTmp.destination=destination; bullTmp.damage=damage; bullTmp.transform.eulerAngles=new Vector3(bullTmp.transform.eulerAngles.x,getBulletAngle(startPosition,destination),bullTmp.transform.eulerAngles.z); bullTmp.speedModifier=speed; bullTmp.type=type; bullTmp.dispersion=dispersion; bullTmp.side=side; bullTmp.maxRange=maxRange; bullTmp.initialize(); bullTmp.gameObject.SetActive(true); addActiveBullet(bullTmp); }