private FloatingDagger SpawnDagger() { FloatingDagger dagger = new FloatingDagger( daggerBase, UnityEngine.Object.Instantiate(blackHolePrefab), blackHoleEffect, daggers.Count(), daggers.Count() + 1); return(dagger); }
public override void Update() { base.Update(); if (isActive) { HandleDaggerThrowCondition(); if (Time.time - lastSpawnTime > daggerSpawnTime && daggers.Count() < maxDaggers) { lastSpawnTime = Time.time; FloatingDagger dagger = SpawnDagger(); daggers.Add(dagger); } int i = 0; foreach (FloatingDagger dagger in daggers) { dagger.Update(i++, daggers.Count()); } } }