public Automatic(bool pcanShot, float pfireRate, GameObject pBullet, Transform pMainGun, NormalBulletGenerator pBulletPool) { _canShot = pcanShot; _fireRate = pfireRate; _bullet = pBullet; _mainGun = pMainGun; _bulletPool = pBulletPool; }
public Triple(bool pcanShot, float pfireRate, GameObject pBullet, Transform pMainGun, Transform pSideGunL, Transform pSideGunR, NormalBulletGenerator pBulletPool) { _canShot = pcanShot; _fireRate = pfireRate; _bullet = pBullet; _mainGun = pMainGun; _sideGunL = pSideGunL; _sideGunR = pSideGunR; _bulletPool = pBulletPool; }
public void Awake() { bulletPool = GetComponent <NormalBulletGenerator>(); misilPool = GetComponent <MisilBulletGenerator>(); view = new ViewPlayer(); model = new ModelPlayer(this.transform, shield); controller = new ControllerPlayer(model, view, this, camara); automaticStrategy = new Automatic(canShot, fireRate, bullet, mainGun, bulletPool); tripleStrategy = new Triple(canShot, fireRate, bullet, mainGun, sideGunL, sideGunR, bulletPool); misilStrategy = new Misil(canShot, fireRate, bullet, mainGun, sideGunL, sideGunR, bulletPool, misilGunL, misilGunR, misilPool); }
public void SetBulletPool(NormalBulletGenerator bulletPool) { _bulletPool = bulletPool; }
private void Awake() { _instance = this; _bulletPool = new Pool <BulletHero>(amount, BulletFactory, BulletHero.InitializeBullet, BulletHero.DisposeBullet, true); }