private IEnumerator ShootingFase() { nextShoot = Time.time + shootingDelay; alertSign.SetActive(true); hasToMove = false; yield return(new WaitForSeconds(1f)); alertSign.SetActive(false); Mine mine = ObjectPool.Get <Mine>(); mine.Initialize(transform.position - Vector3.up); RandomDirection(); hasToMove = true; }
public static void DropMine(Car sender) { Mine tempMine = new Mine(); if (sender.LastFire >= tempMine.ReloadTime) { tempMine.Initialize(); tempMine.LoadContent(); mines.Add(tempMine); mines[mines.Count - 1].Drop(sender.Position, sender.Driver); //Set the last fire to 0 sender.LastFire = 0; } }