void Start() { transform.localPosition = transform.parent.InverseTransformPoint(transform.position); bulletController = this.GetComponent <BulletController>(); bulletController.ATK = UnityEngine.Random.Range(towerController.attribute.MinATK + towerController.Bonus.ATK, towerController.attribute.MaxATK + towerController.Bonus.ATK); this.enemy = towerAction.enemy; switch (towerController.chaseType) { case EBulletChaseType.CHASE: bulletTemplate = new BulletChase(); break; case EBulletChaseType.DROP: bulletTemplate = new BulletDrop(); break; case EBulletChaseType.EXPLOSION: bulletTemplate = new BulletExplosion(); break; case EBulletChaseType.BOMB: bulletTemplate = new BulletBomb(); break; case EBulletChaseType.ARCHITECT: bulletTemplate = new BulletArchitect(); break; } bulletTemplate.updateEnemy(enemy); bulletTemplate.Initalize(bulletController); bulletTemplate.Update(); }
void Start() { transform.localPosition = transform.parent.InverseTransformPoint(transform.position); bulletController = this.GetComponent<BulletController>(); bulletController.ATK = UnityEngine.Random.Range(towerController.attribute.MinATK + towerController.Bonus.ATK, towerController.attribute.MaxATK + towerController.Bonus.ATK); this.enemy = towerAction.enemy; switch (towerController.chaseType) { case EBulletChaseType.CHASE: bulletTemplate = new BulletChase(); break; case EBulletChaseType.DROP: bulletTemplate = new BulletDrop(); break; case EBulletChaseType.EXPLOSION: bulletTemplate = new BulletExplosion(); break; case EBulletChaseType.BOMB: bulletTemplate = new BulletBomb(); break; case EBulletChaseType.ARCHITECT: bulletTemplate = new BulletArchitect(); break; } bulletTemplate.updateEnemy(enemy); bulletTemplate.Initalize(bulletController); bulletTemplate.Update(); }
void Update() { bulletTemplate.Update(); }