void shoot(Vector3 targetPos) { GameObject bulletGameObject = Instantiate(bulletPrefab, bulletSpawnerTransform.position, bulletSpawnerTransform.rotation); SoldierBullet soldierBullet = bulletGameObject.GetComponent <SoldierBullet>(); soldierBullet.setTarget(targetPos); lastAttackTime = Time.time; }
void shoot(Vector3 targetPos) { if (isDead) { return; } muzzle.Play(); anim.SetTrigger("Shoot"); GameObject bulletGameObject = Instantiate(bulletPrefab, bulletSpawnerTransform.position, bulletSpawnerTransform.rotation); SoldierBullet soldierBullet = bulletGameObject.GetComponent <SoldierBullet>(); soldierBullet.setTarget(targetPos); lastAttackTime = Time.time; }
public void ReturnBullet(SoldierBullet bullet) { pool.ReturnObject(bullet); }
public static void TurnOff(SoldierBullet b) { b.gameObject.SetActive(false); }
public static void TurnOn(SoldierBullet b) { b.Reset(); b.gameObject.SetActive(true); }