public override BulletBase CreateBullectValue(bullectOption bullectOp, Transform baseTF, Vector3 startPosition, BulletCreate parentCreate, bool createParent, bool dropPowerUp) { BullectControl copyBullect = null; if (_bullectList.Count == 0) { copyBullect = Instantiate(this) as BullectControl; copyBullect.name = gameObject.name + "_" + _nameObject++; copyBullect.ResetValue(); copyBullect._originalData = this; } else { copyBullect = _bullectList[0]; _bullectList.RemoveAt(0); } copyBullect.transform.position = baseTF != null ? baseTF.position : startPosition; copyBullect._bullectOp = bullectOp; copyBullect._createBullet = parentCreate; copyBullect._baseTFValue = baseTF; copyBullect.resetCurrent(createParent); copyBullect.resetBullet(true); copyBullect.nextBlockObject(); copyBullect._powerOption = dropPowerUp; return(copyBullect); }
public override BulletBase CreateBullectValue(bullectOption bullectOp, Transform baseTF, Vector3 startPosition, BulletCreate parentCreate, bool createParent, bool dropPowerUp) { Awake(); setDrowStage(_selfTF, this, BulletBase.objectPosition.enemy, stopTimeLine: true, NonDestroyChack: false); _selfTF.position = baseTF.position; _currentCount = 0; _copyVPosition = _selfTF.position; _copyVPosition.y = 0; SetDestoryCenter(_copyVPosition); nextBlockObject(); return(null); }
public virtual BulletBase CreateBullectValue(bullectOption bullectOp, Transform baseTF, Vector3 startPosition, BulletCreate parentCreate, bool createParent, bool dropPowerUp) { return(null); }