protected override void OnBulletSpawn() { Alpha = 1.0f; DamageActive = true; IsDeactivating = false; FadeOutSequence.ResetSelf(); }
protected sealed override void OnPlayerBulletFrameRun(float deltaTime, float realDeltaTime) { if (!IsDeactivating) { if (TargetEnemy.IsActive) { TargetPosition = TargetEnemy.Target.transform.position; } OnSmiteBulletFrameRun(realDeltaTime); } else { FadeOutSequence.RunFrame(realDeltaTime); } }