private void InitializeStations() { stations.Clear(); spawnedMissiles = 0; foreach (Transform point in launchPoints) { RaketenSystem newStation = new RaketenSystem(verzögerung, rocketPrefab, point, spielerSchiff); stations.Enqueue(newStation); spawnedMissiles++; } }
public override void Launch(Transform target, Vector3 velocity) { RaketenSystem launchingStation = stations.Peek(); if (launchingStation != null) { bool launchSuccessful = launchingStation.Launch(target, velocity); if (launchSuccessful) { if (fireSource != null) { fireSource.Play(); } stations.Dequeue(); stations.Enqueue(launchingStation); raketenAnzahl--; } } }