private void Start() { SendWeapon.Raise += GetWeaponHandler; button = GetComponent <Image>(); EndGame.RaiseNoArgs += EndGameHandler; wffObj = ScriptableObject.CreateInstance <WaitForFixedUpdateObj>(); wfsObj = ScriptableObject.CreateInstance <WaitForSecondsObj>(); }
private void OnEnable() { line = beam.GetComponent <LineRenderer>(); Invoke(nameof(Disable), holdTime); enableEvent.Invoke(); wfsObj = ScriptableObject.CreateInstance <WaitForFixedUpdateObj>(); if (directionBool.value) { //transform.rotation = Quaternion.Euler(0,0,0); } else { // transform.rotation = Quaternion.Euler(0,180,0); } StartCoroutine(ShootBeamInDir()); enableEvent.Invoke(); }