public virtual void Initialize(E_BulletType bulletType, BaseEntity target, float pDamage, float splashRange, bool pIsMine, bool pIsBottomPlayer, float effect) { obj_Bullet.SetActive(true); if (obj_EndEffect != null) { obj_EndEffect.SetActive(false); } _bulletType = bulletType; _isTarget = true; _damage = pDamage; _splashRange = splashRange; _isMine = pIsMine; _isBottomPlayer = pIsBottomPlayer; _target = target; _effect = effect; if (_target) { SetColor(); StartCoroutine(Move()); } else { _poad.Deactive(); } }
public virtual void OnBaseEntityDestroyed() { StopAllAction(); _poolObjectAutoDeactivate?.Deactive(); ActorProxy = null; }
public void Deactive() { poad.Deactive(); }