/// <summary> /// Shooting using physics bullet. /// </summary> protected virtual void PhysicsBulletShootingProcess() { for (int i = 0; i < physicsBullet.GetNumberBullet(); i++) { if (physicsBullet.GetNumberBullet() > 1) { firePoint.localRotation = SpreadProperties.GetSpreadRotation(-physicsBullet.GetVariance(), physicsBullet.GetVariance()); } GameObject physicsBulletClone = PoolManager.Instantiate(physicsBullet.gameObject, firePoint.position, firePoint.rotation); Rigidbody rigidbody = physicsBulletClone.GetComponent <Rigidbody>(); if (rigidbody != null) { rigidbody.AddForce(firePoint.forward * fireImpulse, ForceMode.Impulse); } } }