private void ShootSystem(int laneNum, KeyCode key) { if (Input.GetKeyDown(key)) { GameObject bullet = GameObject.Instantiate(_bullet); EffectManagerVer2 effect = bullet.GetComponent <EffectManagerVer2>(); Vector3 pos = _lanePos[laneNum]; effect.SetDefaltPos(pos); } }
void Update () { if (player.GetPlayerHp() > 0) Shoot(); if (firstShooted || createEnemy.GetFirstEnemy() == null) return; if (createEnemy.GetFirstEnemy().transform.position.y <= (_lane.GetLaneSizeY() / 3) * 2) { GameObject bullet = GameObject.Instantiate(_bullet); EffectManagerVer2 effect = bullet.GetComponent<EffectManagerVer2>(); Vector3 pos = _lanePos[createEnemy.GetFirstEnemyPos()]; effect.SetDefaltPos(pos); firstShooted = true; } }