/// <summary> /// Updates the Danmaku controlled by the controller instance. /// </summary> /// <param name="danmaku">the bullet to update.</param> /// <param name="dt">the change in time since the last update</param> public void Update(Danmaku danmaku, float dt) { if (danmaku.frames > frames) { danmaku.Deactivate(); } }
/// <summary> /// Called when the player collides with a bullet. /// </summary> /// <param name="danmaku">The bullet that the player collided with</param> /// <param name="info">Information about the collision</param> protected override void DanmakuCollision(Danmaku danmaku, RaycastHit2D info) { if (danmaku.Tag != "Laser") { danmaku.Deactivate(); } if (!dashing && !invincible) { Hit(); } }
/// <summary> /// Handles a Danmaku collision. Only ever called with Danmaku that pass the filter. /// </summary> /// <param name="danmaku">the danmaku that hit the collider.</param> /// <param name="info">additional information about the collision</param> protected override void DanmakuCollision(Danmaku danmaku, RaycastHit2D info) { danmaku.Deactivate(); }