public BulletBase ObjectActive(ObjectBase sht, EnemyDatabase.EnemyInfo enemyInfo, float attack, EnemyDatabase.BulletInfo info, Vector2 pos, bool scObj, bool guided, BulletBase.BulletTeam team = BulletBase.BulletTeam.Enemy) { if (disableFront == null) { return(null); } ++bulletCount; disableFront.me.SetBullet(sht, pos + enemyInfo.shotPoint[info.shotPoint], info.speed, attack, info.angle, guided, scObj, team).SetRadius(0.1f); ObjectLink save = disableFront.back; disableFront.back = null; if (activeFront == null) { activeFront = disableFront; activeBack = activeFront; } else { activeBack.back = disableFront; activeBack = disableFront; } disableFront = save; return(activeBack.me); }
public void SetCurrInfo(int code) { currInfo = database.data[code]; SetInGameSprite(); InfoUiUpdate(); DeleteAllLineMarker(); frameCode = Pick(currFrame); }
public void Init(int c, EnemyDatabase.EnemyInfo i) { code = c; info = i; tp = transform; spr = GetComponent <SpriteRenderer>(); ColorUpdate(); }
public void SetCurrInfo(EnemyDatabase.EnemyInfo i) { currInfo = i; SetInGameSprite(); InfoUiUpdate(); DeleteAllLineMarker(); Pick(currFrame); }
public virtual void SetEnemy(Vector3 pos, PathDatabase.PathInfo p, EnemyDatabase.EnemyInfo e) //임시 { pathInfo = p; enemyInfo = e; origin = pos; InitValues(); gameObject.SetActive(true); }