public override void Fire(PhotonMessageInfo info) { float lag = (float)(PhotonNetwork.Time - info.SentServerTime); TorpedoBehaviour _shot = bulletPool.Dequeue(); _shot.gameObject.SetActive(true); _shot.GetComponent <TorpedoBehaviour>().FireTorpedo(pb, sbb.GetCannonPlace.transform.position + sbb.GetCannonPlace.transform.right, Quaternion.LookRotation(pb.SubMesh.transform.right, pb.SubMesh.transform.up), lag); bulletPool.Enqueue(_shot); }
private void CreateBulletPool() { GameObject _bul = Instantiate(projectilePrefab.gameObject, transform.position, Quaternion.identity, bulletsParent.transform); _bul.SetActive(false); TorpedoBehaviour _behav = _bul.GetComponent <TorpedoBehaviour>(); _behav.CreatePool(pb.PlayerName, GameManager.SP.GetPlayerB.GetPlayerColor); bulletPool.Enqueue(_behav); }