protected virtual void FixedUpdate() { if (_activated) { _effectController.MakeBoom(_mainCharacter.transform.position, false); _effectController.Shake(); _mainCharacter.transform.position += (Vector3)_actualSpeed; if (_circleController.CheckIfObjectOutOfBorder(_mainCharacter.transform)) { _mainCharacter.ShowDamage(); _mainCharacter.StopFly(); _activated = false; _mainCharacter.Angle = _circleController.GetAngle(_mainCharacter.transform.position); _bullet.gameObject.SetActive(true); _bullet.InitBullet(_mainCharacter.transform.position, Vector2.zero, 1); _mainCharacter.CharacterStop = false; StartCoroutine(DisableBullet()); _effectController.MakeBoom(_mainCharacter.transform.position); } } }