protected void DestroyAmmunition() { _damageLowerTimeRemaining.RemoveTimeRemaining(); _destroyTimeRemaining.RemoveTimeRemaining(); Destroy(gameObject); // Вернуть в пул }
protected void DestroyAmmunition() { DisableRigidBody(); _timeRemaining.RemoveTimeRemaining(); _timePutToPool.RemoveTimeRemaining(); ServiceLocator.Resolve <PoolController>().PutToPool(this); }
public void Execute() { for (int i = 0; i < _timeRemainings.Count; i++) { ITimeRemaining obj = _timeRemainings[i]; obj.CurrentTime -= Time.deltaTime; if (obj.CurrentTime <= 0.0f) { obj.Method?.Invoke(); if (!obj.IsRepeating) { obj.RemoveTimeRemaining(); } else { obj.CurrentTime = obj.Time; } } } }
protected void DestroyAmmunition() { Destroy(gameObject); _timeRemaining.RemoveTimeRemaining(); }
protected void DestroyAmmunition() { _timeRemaining.RemoveTimeRemaining(); GetComponent <PoolObject>().ReturnToPool(); }
protected void DestroyAmmunition() { Destroy(gameObject); _timeRemaining.RemoveTimeRemaining(); //todo вернуть в pool }