void CreateRandomMissile() { int select = Random.Range(0, usableMissile.Count - 1); GameObject missile = ObjectPoolManager.GetObjectPool(usableMissile[select]).PopItem(); GeneralMissile script = missile.GetComponent <GeneralMissile>(); Vector2 createPosition = new Vector2(Random.Range(createPlaceMin.x, createPlaceMax.x), (createPlaceMin.y + createPlaceMax.y) / 2); script.Init(createPosition, Vector2.down); }
IEnumerator CreateFragmentsCoroutine() { Vector2 position = missileRigidbody.position; for (int i = 0; i < numFragments; i++) { GameObject fragments = ObjectPoolManager.GetObjectPool(fragmentsPrefab).PopItem(); GeneralMissile scriptMissile = fragments.GetComponent <GeneralMissile>(); scriptMissile.Init(position, new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f))); yield return(new WaitForSeconds(0.1f)); } }