Пример #1
0
 // Update is called once per frame
 void Update()
 {
     // after a short TTL the bullets are considered void and returned to the bullet pooler
     m_timeLeftToLive -= Time.deltaTime;
     if (m_timeLeftToLive < 0)
     {
         m_bulletPooler.ReturnPlayerBulletToPool(gameObject);
     }
 }
Пример #2
0
 // return the bullet to the pooler
 private void Die()
 {
     Instantiate(m_impactEffect, transform.position, Quaternion.identity);
     m_pooler.ReturnPlayerBulletToPool(gameObject);
 }