void PrepAStar() { //mCurStar if (mStars.Count > 0) { mCurStar = mStars.Dequeue(); mCurStar.transform.parent = grabber.headAttach; mCurStar.transform.localPosition = Vector3.zero; mCurStar.transform.localScale = Vector3.one; mCurStar.glowSprite.gameObject.active = true; if (isReadyToFire) { mCurStar.WeaponPrep(); } else { mCurStar.WeaponRefresh(); } if (mStars.Count < braids.Length) { braids[mStars.Count].gameObject.SetActiveRecursively(false); } } else { mCurStar = null; } }
protected override void OnReadyToFire() { if (mCurStar != null) { mCurStar.WeaponPrep(); } }
void PrepAStar() { //mCurStar if(mStars.Count > 0) { mCurStar = mStars.Dequeue(); mCurStar.transform.parent = grabber.headAttach; mCurStar.transform.localPosition = Vector3.zero; mCurStar.transform.localScale = Vector3.one; mCurStar.glowSprite.gameObject.active = true; if(isReadyToFire) { mCurStar.WeaponPrep(); } else { mCurStar.WeaponRefresh(); } if(mStars.Count < braids.Length) { braids[mStars.Count].gameObject.SetActiveRecursively(false); } } else { mCurStar = null; } }