public float rotAngle; // Z軸回転を現す角度。 //public PooledBulletUnit3( _BulkedBullet3 _bullet, Vector3 _pos, Quaternion _rot, float _size, _Action3 act ) public void init(_BulkedBullet3 _bulletUpdater, Vector3 _pos, Quaternion _rot, float _size, _Action3 act) { owner = act; updater = _bulletUpdater; position = _pos; rotation = _rot; size = _size; rotFaceDirection = Quaternion.identity; time = 0.0f; barrelFactor = 1.0f; upAngle = 0.0f; rotAngle = 0.0f; }
public _BulkedBullet3.BulkedBulletUnit3 emit(_BulkedBullet3 bulletUpdater, Vector3 pos, Quaternion rot, float size, _Action3 act) { if (entityLength >= bullets.Length) { maxBullets = bullets.Length + incBullets; Debug.Log("resize bullet pool : " + bullets.Length.ToString() + " => " + maxBullets.ToString()); System.Array.Resize(ref bullets, maxBullets); } var i = entityLength++; if (bullets[i] == null) { bullets[i] = new _BulkedBullet3.BulkedBulletUnit3(); } bullets[i].init(bulletUpdater, pos, rot, size, act); return(bullets[i]); }