/*public List<Projectile> GetNearbyProjectiles(Vector2 position, float maxDistance) * { * List<Projectile> projectiles = new List<Projectile>(); * foreach (Projectile projectile in projectilePool.GetCurrentProjectiles()) * { * if (Vector2.Distance(position, projectile.transform.position) <= maxDistance) * { * projectiles.Add(projectile); * } * } * return projectiles; * }*/ public Projectile SpawnProjectile(Vector3 startingPosition, Quaternion rotation, float speed) { Projectile newProjectile = projectilePool.WakeUp(); if (newProjectile != null) { newProjectile.gameObject.SetActive(true); newProjectile.transform.SetParent(container, false); newProjectile.Init(startingPosition, rotation, speed, centeredCamera, bottomBorder); } currentProjectile = newProjectile; return(newProjectile); }