private IEnumerator ChargeEvent() { float minSize = .4f, maxSize = .8f; charge = minSize; animator.SetBool("Charge", true); chargeEffect.Play(); currentBullet = bulletPool.GetFromPool(); currentBullet.transform.parent = chargePos; currentBullet.transform.position = chargePos.position; Bullet b = currentBullet.GetComponent <Bullet>(); b.ChargeSetup(playerID, 1); b.GetComponent <SpriteRenderer>().color = Color.white; currentBullet.SetActive(true); while (charge < maxSize) { b.ChargeSetup(playerID, charge); yield return(new WaitForFixedUpdate()); charge += .005f; } }
public void Attack(double atk) { if (!anim.GetBool(AnimationHashList.AnimHashDead)) { anim.SetBool(AnimationHashList.AnimHashAttack, true); Bullet t = bulletP.GetFromPool(); t.transform.position = bulletPos.position; t.SetAtk(atk); t.gameObject.SetActive(true); } }