/// <summary> /// Method extending from Weapon; Used to spawn the type of bullets this weapon uses /// </summary> /// <param name="shipVelocity">The position in which the bullet will spawn</param> /// <returns>true if it was able to fire, false if not</returns> public override bool Fire(Vector3 shipVelocity) { //grabs next object from desired bullet pool ABR_ExplosionBullet bullet = ABR_GlobalInfo.BulletManager.GetObjectFromTaggedPool(m_bulletType.ToString()).GetComponent <ABR_ExplosionBullet>(); //sets up the bullet bullet.gameObject.SetActive(true); bullet.gameObject.transform.position = m_bulletSpawnLocation.position; bullet.gameObject.transform.rotation = gameObject.transform.rotation; //calculates fire direction Vector3 fireDir = m_bulletSpawnLocation.transform.up; //fire the bullet bullet.Fire(fireDir, shipVelocity); return(true); }
private void GetSiblingComponents() { m_particleSystem = GetComponentInChildren <ParticleSystem>(); m_bulletParent = GetComponentInParent <ABR_ExplosionBullet>(); }