public void Active(SceneObject_BaseInfo info) { m_BulletInfo = (SceneObject_AttractBulletInfo)info; gameObject.transform.position = m_BulletInfo.MoveStartPos; gameObject.transform.rotation = Quaternion.LookRotation(m_BulletInfo.MoveDir); StartMove(); }
public void Active(SceneObject_BaseInfo info) { m_BulletInfo = (SceneObject_TerminalBulletInfo)info; StartMove(); StopMove(); ProcessImpact(); }
public void Active(SceneObject_BaseInfo info) { m_BulletInfo = (SceneObject_MissleInfo)info; Quaternion missleRot = Quaternion.LookRotation(m_BulletInfo.MoveVelocity); m_BulletInfo.MoveStartPos += missleRot * (m_BulletInfo.MissleStartPositionOff + GetRandomPosOff(m_BulletInfo.MissleStartPositionRandomOff)); m_BulletInfo.MoveTargetPos += missleRot * GetRandomPosOff(m_BulletInfo.MissleTargetPositionRandomOff); gameObject.transform.position = m_BulletInfo.MoveStartPos; gameObject.transform.rotation = missleRot; StartMove(); }