public static BigEnemyBullet Create(Vector3 position, Vector3 direction) { Transform bulletTransform = Instantiate(GameAssets.instance.BigEnemyBullet, position, Quaternion.identity); BigEnemyBullet bullet = bulletTransform.GetComponent <BigEnemyBullet>(); bullet.Setup(direction); return(bullet); }
private void HandleShooting() { if (timeBtwLastShot <= 0) { Vector3 toPlayerDir = Player.instance.GetPosition() - transform.position; BigEnemyBullet.Create(transform.position, toPlayerDir.normalized); timeBtwLastShot = timeBtwShot; } else { timeBtwLastShot -= Time.deltaTime; } }