void BulletPoolActive(Vector3 fireVector, BulletType.B_Type type) { GameObject tempBullet = deactiveList[0]; deactiveList.RemoveAt(0); //타입지정 tempBullet.GetComponent <BulletType>().BType = type; tempBullet.AddComponent <E_Bullet>(); tempBullet.SetActive(true); tempBullet.transform.position = this.transform.position; tempBullet.transform.rotation = Quaternion.LookRotation(fireVector); }
//가운데(샷6) void BulletPoolActiveBezierForward(float fireDeg, BulletType.B_Type type) { float radDegree = Mathf.Deg2Rad * fireDeg; Vector3 fireVector = new Vector3(Mathf.Cos(radDegree), 0, Mathf.Sin(radDegree)); GameObject tempBullet = deactiveList[0]; deactiveList.RemoveAt(0); tempBullet.GetComponent <BulletType>().BType = type; tempBullet.AddComponent <E_Bullet>(); tempBullet.SetActive(true); tempBullet.transform.position = this.transform.position; tempBullet.transform.rotation = Quaternion.LookRotation(fireVector); }
//베지어곡선생성 void BulletPoolActiveBezier(float fireDeg, BulletType.B_Type type, bool dirRight) { GameObject tempBullet = deactiveList[0]; deactiveList.RemoveAt(0); tempBullet.GetComponent <BulletType>().BType = type; tempBullet.AddComponent <E_Bullet_Bezier>(); tempBullet.GetComponent <E_Bullet_Bezier>().dirRight = dirRight; tempBullet.SetActive(true); tempBullet.transform.position = this.transform.position; tempBullet.GetComponent <E_Bullet_Bezier>().spawnerPos = this.transform; tempBullet.GetComponent <E_Bullet_Bezier>().fireDegree = fireDeg; }