public void EffectReturnPool() { ObjectPool pool = null; switch (_Type) { case MacBulletType.Normal: pool = MonsterEffects.Instance.macBulletPool; break; case MacBulletType.Skill: pool = MonsterEffects.Instance.macSkillPool; break; } pool.ItemReturnPool(this.gameObject); _Move = false; _SetPlay = false; _Destroy = false; _SoundPlay = false; _PlayTime = 0; _DestroyPlayTime = 0; _CreateEffect.SetActive(true); _MoveEffect.SetActive(false); _DestroyEffect.SetActive(false); mac = null; _Dameged = false; }
private void Start() { mac = GetComponentInParent <MacFSMManager>(); }
private void Awake() { _manager = GetComponent <MacFSMManager>(); }