void FixedUpdate() { if (canFire) { AudioSource.PlayClipAtPoint(laserAudio, transform.position); EnemyAmmoManager.SpawnAmmo(transform.position, transform.rotation); canFire = false; Invoke("EnableFire", Random.Range(-0.5f, 1.0f) + reloadDelay); } }
// Use this for initialization void Awake() { if (singleton != null) { Destroy(GetComponent <EnemyAmmoManager> ()); return; } singleton = this; ammoArray = new GameObject[poolSize]; for (int i = 0; i < poolSize; i++) { ammoArray[i] = Instantiate(ammo, Vector3.zero, Quaternion.identity) as GameObject; Transform objTransform = ammoArray[i].GetComponent <Transform>(); objTransform.parent = GetComponent <Transform>(); ammoQueue.Enqueue(objTransform); ammoArray[i].SetActive(false); } }