private IEnumerator ReturnIfNotCollidedWith() { yield return(new WaitForSeconds(lifeTime)); AmmoPool.Pull(this); yield return(null); }
public void ReturnAllBullets() { for (int i = 0; i < allBullets.Count; i++) { AmmoPool.Pull(allBullets[i].GetComponent <Bullet>()); } }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.layer == 10) // layer 10 should be "Enemy" { collision.gameObject.GetComponent <TakeDamage>().DealDamage(bulletDamage); } if (collision.gameObject.tag != "Player") { AmmoPool.Pull(this); } Instantiate(feedbackObj, collision.contacts[0].point, Quaternion.identity, null); }