public GameObject CreateBullet(GameObject prefab, Transform fier_point, bool isdestroy) { GameObject temp = null; if (BulletPool.Count > 0) { temp = BulletPool[0]; BulletPool.Remove(temp); temp.SetActive(true); } else { temp = Instantiate(prefab); } temp.transform.position = fier_point.position; temp.transform.rotation = fier_point.rotation; temp.tag = SenceGameObject.PLAYER_BULLET_TAG; Collider_items co = temp.AddComponent <Collider_items>(); co.recever = this; if (temp.GetComponent <Rigidbody>()) { Rigidbody rb = temp.GetComponent <Rigidbody>(); rb.useGravity = false; rb.isKinematic = false; rb.AddForce(fier_point.forward * LUACH_FORCE * 2); } if (isdestroy) { // Destroy(temp, 5f); } return(temp); }