private void CheckBounds() { if (transform.position.y >= boundary.Top) { //TODO: This code needs to change to use the BulletPoolManager's //TODO: ResetBullet function which will return the bullet to the pool BulletPoolManager.GetInstance().ResetBullet(bulletType, this.gameObject); } }
IEnumerator FireBullet() { while (true) { // Check every 0.2 seconds if shoot button is pressed yield return(new WaitForSeconds(0.15f)); if (isFiring) { _bulletSound.Play(); //TODO: this code needs to change to user the BulletPoolManager's //TODO: GetBullet function which will return a reference to a //TODO: bullet object. //TODO: Ensure you position the new bullet at the bulletSpawn position BulletPoolManager.GetInstance().GetBullet(bulletSpawn.position); } } }
IEnumerator FireBullet() { while (true) { // Check every 0.2 seconds if shoot button is pressed yield return(new WaitForSeconds(0.15f)); if (isFiring) { _bulletSound.Play(); //TODO: this code needs to change to user the BulletPoolManager's //TODO: GetBullet function which will return a reference to a //TODO: bullet object. //TODO: Ensure you position the new bullet at the bulletSpawn position GameObject bullet = BulletPoolManager.GetInstance().GetBullet(bulletType); bullet.SetActive(true); bullet.GetComponent <BulletController>().bulletType = bulletType; bullet.transform.position = bulletSpawn.position; } } }