private void Clear() { var hole = _BulletHoles.Dequeue(); if (hole != null) { GameObjectPool.Put(hole); } _ClearCounter.Recount(); }
private void RiseNextTarget() { if (_UnableTargetNum == _Targets.Length) { return; } var index = Tools.RandomInt(_UnableTargetNum, _Targets.Length - 1); _Targets[index].Rise(); _Targets.Swap(_UnableTargetNum, index); _UnableTargetNum++; _NextTargetCounter.Recount(); }
public void GameStartDelay(GameType type) { _DelayCounter.Recount(); _Countdown = (int)DelayTime; }