private void EnemyTypeSetting() { //활성화 시킬 적의 타입을 확인 switch (enemyType) { case EnemyType.zombie: obj = pool.GetObjPool(pool.nZombieMax, pool.ZombieList); break; case EnemyType.SdZombie: obj = pool.GetObjPool(pool.nSdZombieMax, pool.sdZombieList); break; } }
void GreadeAttack() { GameObject obj = pooling.GetObjPool(pooling.nGrenadeMax, pooling.GrenadeList); if (obj != null) { obj.transform.position = grenadePosTr.position; obj.transform.rotation = grenadePosTr.rotation; obj.SetActive(true); obj.GetComponent <Rigidbody>().AddForce(obj.transform.forward * 10, ForceMode.Impulse); } }
/// <summary> /// 데미지 수치 UI 출력 /// </summary> /// <typeparam name="T"></typeparam> /// <param name="target"></param> /// <param name="dmg"></param> private void DmgValUI <T>(Transform target, T dmg) { GameObject obj = pool.GetObjPool(pool.DmgUICount, pool.DmgUIList); if (obj != null) { obj.transform.position = new Vector3(target.position.x, target.position.y + 1, target.position.z); obj.transform.LookAt(new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, Camera.main.transform.position.z)); //카메라를 바라본다 obj.SetActive(true); DmgValUI ui = obj.GetComponent <DmgValUI>(); if (ui != null) { StartCoroutine(ui.DmageValueUI(dmg)); } } }