public void EventBowOnPress(Transform bowClone) { gameComponent.EnableBowBoxCollider(false); //Debug.Log("start:"+System.DateTime.Now); g.arrowShootCnt++; //Debug.Log("EventArrowOnPress"); gameComponent.SetArrowPrefab(bowClone); //gameComponent.bowUISprite.spriteName = "arrow1"; //gameComponent.bowUISprite.MakePixelPerfect(); //bowClone.name.Substring(4,1); //gameComponent.arrowUISprite.renderer.enabled = true; arrowClone = g.arrowTransform[int.Parse(bowClone.name.Substring(3, 1))]; gameComponent.SetArrowPrefab(arrowClone); localPos = arrowClone.localPosition; //Debug.Log("localPos.x="+localPos.x); g.arrowIdx = int.Parse(arrowClone.name.Substring(5, 1)); //Debug.Log("arrowIdx="+g.arrowIdx); gameComponent.arrowUISprite.enabled = true; arrowGunClone = arrowClone; arrowEndPosY = (g.tileWidth * g.posRatio) - 100; //g.bowBox[g.arrowIdx].enabled = true; HOTween.To(arrowClone, arrowSpeed, new TweenParms() .Prop("localPosition", new Vector3(localPos.x, arrowEndPosY, localPos.z)) .Ease(EaseType.Linear) .OnComplete(AfterTween) // Ease ); StartCoroutine(BowEffect(g.bowSprite[g.arrowIdx])); }