public void Enable(Transform initTransfrom, float damage, float speed, PropDamager damager) { this.damage = damage; this.speed = speed; this.damager = damager; timer.OnTimersFinished.AddListener(Disable); timer.StartWork(); transform.SetPositionAndRotation(initTransfrom.position, initTransfrom.rotation); StartCoroutine(COROUTINE_MOVE); }
protected virtual void SetupComponents() { damager = gameObject.AddComponent <PropDamager>(); foreach (PropWeaponUserBase user in propWeaponUsers) { user.Setup(damager); } propAbilityUser.Setup(damager); }
public void Enable(Transform initTransfrom, float damage, float speed, PropDamager damager) { var newRot = Quaternion.Euler(initTransfrom.rotation.eulerAngles.x, initTransfrom.rotation.eulerAngles.y + 90, initTransfrom.rotation.eulerAngles.z); transform.SetPositionAndRotation(initTransfrom.position, newRot); gameObject.SetActive(true); this.damage = damage; this.speed = speed; this.damager = damager; timer.OnTimersFinished.AddListener(Disable); timer.StartWork(); StartCoroutine(COROUTINE_MOVE); }