public void OnSpawn() { m_BulletDirection = m_PlayerBehaviour.m_PlayerPhysicsBehaviour.m_Direction; m_TrailRenderer.startColor = m_BulletController.m_BulletColor; m_Animator.SetFloat("ActiveColor", (float)m_BulletController.m_BulletPolar); switch (m_BulletController.m_BulletType) { case BulletType.normal: m_BulletState = new CobaltNormalBulletBehaviour(this); break; case BulletType.chasing: m_BulletState = new CobaltChasingBulletBehaviour(this); break; } }
/* * public GameObject _polarStorage; * * private float _parabolaDistanceX; * private float _parabolaDistanceY; * private float _xDifference; * private float _yDifference; */ private void Awake() { m_BulletState = new CobaltNormalBulletBehaviour(this); m_BulletController = GameObject.FindObjectOfType <CobaltBulletController>(); m_PlayerBehaviour = GameObject.FindObjectOfType <PlayerBehaviour>(); m_Rigidbody2D = GetComponent <Rigidbody2D>(); m_LayerMask = gameObject.layer; m_Animator = GetComponentInChildren <Animator>(); m_SpriteRenderer = GetComponentInChildren <SpriteRenderer>(); m_TrailRenderer = GetComponentInChildren <TrailRenderer>(); m_BulletSpeed = 50f; m_ParabolaController = GetComponent <ParabolaController>(); m_ParabolaController.ParabolaRoot = m_BulletController.m_ParabolaRoot.gameObject; m_ParabolaController.Speed = m_BulletSpeed; m_ParabolaController.enabled = false; }