public virtual void Reset(Vector2 position, Quaternion rotation, float velocity, float flightTime, bool isshotgun) { this.flightTime = flightTime; transform.position = position; transform.rotation = rotation; rigidBody.velocity = transform.right * velocity; rigidBody.angularVelocity = 0.0f; transform.parent = null; IsShotgunProjectile = isshotgun; if (MyTrailRenderer) { MyTrailRenderer.Clear(); } if (MyShotgunTrailRenderer) { MyShotgunTrailRenderer.Clear(); } if (IsShotgunProjectile) { if (MyTrailRenderer) { MyTrailRenderer.enabled = false; } if (MyLineRenderer) { MyLineRenderer.enabled = false; } if (MyShotgunTrailRenderer) { MyShotgunTrailRenderer.enabled = false; } if (MyShotgunLineRenderer) { MyShotgunLineRenderer.enabled = false; } } else { if (MyTrailRenderer) { MyTrailRenderer.enabled = true; } if (MyLineRenderer) { MyLineRenderer.enabled = true; } if (MyShotgunTrailRenderer) { MyShotgunTrailRenderer.enabled = false; } if (MyShotgunLineRenderer) { MyShotgunLineRenderer.enabled = false; } } Live = true; }
private void Awake() { poolLink = GetComponent <PooledObject>(); rigidBody = GetComponent <Rigidbody2D>(); projectileCollider = GetComponent <Collider2D>(); if (MyTrailRenderer) { MyTrailRenderer.Clear(); } if (MyShotgunTrailRenderer) { MyShotgunTrailRenderer.Clear(); } }