void MakeBullet() { sfxMan.Lazer.Play(); Transform myInstance = PoolManager.Pools["CoinTextPool"].Spawn(ThingToShoot.transform, new Vector3(transform.position.x + Dir.x, transform.position.y + Dir.y, transform.position.z), transform.rotation); SM = myInstance.gameObject.GetComponent <SinosoidalMotion>(); SM.Dir = Dir; SM.axis = Axis; myInstance.parent = transform; }
void MakeBullet() { SFXManager.Instance.Lazer.Play(); Transform myInstance = PoolManager.Pools["CoinTextPool"].Spawn(ThingToShoot.transform, new Vector3(transform.position.x + (FaceDir.x / 2), transform.position.y + (FaceDir.y / 2), transform.position.z), transform.rotation); SM = myInstance.gameObject.GetComponent <SinosoidalMotion>(); SM.Dir = FaceDir; SM.axis = new Vector3(1 - Mathf.Abs(FaceDir.x), 1 - Mathf.Abs(FaceDir.y), 0); SM.magnitude = Random.Range(1, 5); SM.frequency = Random.Range(2, 10); myInstance.parent = OurProjectilePool; }