Example #1
0
    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);
    }
Example #2
0
    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);
    }
Example #3
0
 public virtual BulletBase CreateBullectValue(bullectOption bullectOp, Transform baseTF, Vector3 startPosition, BulletCreate parentCreate, bool createParent, bool dropPowerUp)
 {
     return(null);
 }