private void CreateCurrentBullet() { if (Time.timeSinceLevelLoad > lastShoot + cooldown && actualBullet == null) { actualBullet = PoolsManager.GetObjectFromPools(bulletPrefab).GetComponent <SpookyBullet>(); actualBullet.transform.position = shootPoint.position; } }
private void LaunchAttack() { if (actualBullet != null) { RotateActualBulleTowardsDirection(aimDirection); actualBullet.Launch(launchForce); actualBullet = null; lastShoot = Time.timeSinceLevelLoad; return; } else { return; } }