public GameObject StartBehaviour(Vector3 position, float speedMultiplier = 1f, float sizeMultiplier = 1f, ProjectileType type = ProjectileType.Fireball)
    {
        GameObject            element = Instantiate(stalactitePrefab, position, stalactitePrefab.transform.rotation);
        AbstractFallingObject script  = element.GetComponentInChildren <AbstractFallingObject>();

        script.timeBeforeFalling     = timeBeforeFalling;
        script.timeToReachMark       = timeToReachMark;
        element.transform.localScale = projectileSize * sizeMultiplier;
        element.layer = layer;
        return(element);
    }
Exemple #2
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 private void CreateNewFallingObject()
 {
     _currentFallingObject         = FallingObjectCreater.CreateRandom(this);
     _currentFallingObject.Droped += OnDropped;
     AddGameObject(_currentFallingObject);
 }