public void Initialize(Battle.HitCallBack hitCallBack) { ///SKill 오브젝트 아래있는 임펙트들을 가져온다. m_impactInfos = transform.GetComponentsInChildren <SkillEffectBase>(false); //모든 임펙트들 초기화 for (int i = 0; i < m_impactInfos.Length; i++) { m_impactInfos[i].Initialize(); if (m_impactInfos[i] is SkillImpactInfo) { ((SkillImpactInfo)m_impactInfos[i]).onHit = hitCallBack; } } ///초기화하고 일단 꺼준다 thisObject.SetActive(false); }
public void Fire(Actor owner, Vector3 position, Vector3 direction, Quaternion rotation, float speed, Battle.HitCallBack hit) { m_impact.Initialize(); m_startPos = position; m_dir = direction * speed; if (thisTransform == null) { thisTransform = transform; } thisTransform.position = position; thisTransform.rotation = rotation; m_impact.owner = owner; m_impact.onHit = hit; m_impact.Reset(); thisObject.SetActive(true); }