IEnumerator BulletCoroutine(GameObject hSend, GameObject ObjectHit, Vector3 vImpact, M_Bullet bullet) { bTimeStoped = true; UpdateTimeScale(); yield return(new WaitForSeconds(bullet.fTimeStopAtImpact * Time.timeScale)); C_Bullet bulComp = hSend ? hSend.GetComponent <C_Bullet>() : null; if (bulComp != null) { bulComp.OnBulletHit(ObjectHit, vImpact); } bTimeStoped = false; AddSlowMo(bullet.fSlowMoPower, bullet.fSlowMoDuration, 0, bullet.fSlowMoProbability); yield break; }
public void CloseBullet(C_Bullet _bullet, Transform _trans) { _bullet.isActive = false; _trans.localScale = Vector3.zero; }