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); }
private void CreateNewFallingObject() { _currentFallingObject = FallingObjectCreater.CreateRandom(this); _currentFallingObject.Droped += OnDropped; AddGameObject(_currentFallingObject); }