public IStaticShootingTargetAdaptor[] CreateStaticShootingTargetAdaptors()
        {
            List <IStaticShootingTargetAdaptor> resultList = new List <IStaticShootingTargetAdaptor>();

            for (int i = 0; i < targetCount; i++)
            {
                GameObject targetGO = GameObject.Instantiate(
                    shootingTargetPrefab,
                    Vector3.zero,
                    Quaternion.identity
                    );
                IStaticShootingTargetAdaptor targetAdaptor = targetGO.GetComponent(typeof(IStaticShootingTargetAdaptor)) as IStaticShootingTargetAdaptor;

                targetAdaptor.SetIndex(i);
                targetAdaptor.SetStaticShootingTargetReserveAdaptor(this);
                targetAdaptor.SetPopUIReserveAdaptor(popUIReserveAdaptor);
                targetAdaptor.SetDestroyedTargetReserveAdaptor(destroyedTargetReserveAdaptor);
                targetAdaptor.SetGameStatsTrackerAdaptor(gameStatsTrackerAdaptor);
                targetAdaptor.SetShootingManagerAdaptor(shootingManagerAdaptor);
                targetAdaptor.SetAudioManagerAdaptor(audioManagerAdaptor);

                targetAdaptor.SetUp();
                targetAdaptor.SetUpDetectorAdaptors();

                resultList.Add(targetAdaptor);
            }
            return(resultList.ToArray());
        }
 public ConstArg(
     int index,
     UnityBase.IBellCurve healthBellCurve,
     IStaticShootingTargetAdaptor adaptor,
     ITargetData targetData
     ) : base(
         index,
         healthBellCurve,
         adaptor,
         targetData
         )
 {
 }