public void SimulateLaunch(Vector3 direction) { if (_lastSimulationTime + SimulationInterval > Time.time) { return; } Vector3?startPoint = GetProjectileStart(direction); if (startPoint == null) { return; } PathSimulation projectile = Instantiate(_pathSimulationPrefab, startPoint.Value, Quaternion.Euler(direction)); projectile.GetComponent <Attractee>().Velocity = direction * LaunchForce; SimulatedProjectiles.Add(projectile); _lastSimulationTime = Time.time; }
void Start() { _collider = GetComponent <SphereCollider>(); _projectilePrefab = Resources.Load <Rigidbody>("Projectile"); _pathSimulationPrefab = Resources.Load <PathSimulation>("PathSimulation"); }