public void Fire() { timeFireRecharge = 0f; PlayerBullet bullet = bulletPool.Dequeue(); bullet.SetActive(true); bullet.transform.rotation = transform.rotation; bullet.transform.position = transform.position + transform.forward * 0.25f; bulletPool.Enqueue(bullet); if (wingmen.Count != 0) { foreach (Wingman wingman in wingmen) { PlayerBullet wingBullet = bulletPool.Dequeue(); wingBullet.SetActive(true); wingBullet.transform.rotation = transform.rotation; wingBullet.transform.position = wingman.transform.position + transform.forward * 0.25f; bulletPool.Enqueue(wingBullet); } } SoundManager.instance.PlayEfx(Efx.FIRE_PLAYER, transform.position); }
void Start() { IsDeath = false; IsSuper = false; moveSpeed = baseSpeed; flame.SetThreshold(0.2f * moveSpeed, 0.5f * moveSpeed); Transform bulletHolder = new GameObject("PlayerBullets").transform; for (int i = 0; i <= 64; i++) { PlayerBullet bullet = Instantiate(bulletPrefab).GetComponent <PlayerBullet>(); bulletPool.Enqueue(bullet); bullet.transform.SetParent(bulletHolder); bullet.SetActive(false); } }