public GameObject create(float x, float y, float dx, float dy) { switch (type) { case "Bullet": case "bullet": if (o == null) { break; } GameObject r = Instantiate(o, new Vector3(x, y, 0), Quaternion.identity); projectile prj = r.GetComponent <projectile>(); if (prj != null) { prj.owner = gameObject; prj.speed = speed; prj.setdest(dx, dy); } EffectSet[] effectSets = r.GetComponents <EffectSet>(); Effect e = r.GetComponent <Effect>(); foreach (EffectSet es in effectSets) { es.dest = e; es.active = true; } return(r); default: return(null); } return(null); }