protected void SwordBack() { m_spriteRenderer.gameObject.SetActive(true); m_guideLine.SetActive(true); m_aliveSword.gameObject.SetActive(false); transform.position = m_aliveSword.transform.position; transform.eulerAngles = m_aliveSword.transform.eulerAngles; SpeedManager.Instance().ChangeTimeSpeed(SpeedManager.SpeedState.SLOW); }
protected void ShootSword() { m_spriteRenderer.gameObject.SetActive(false); m_guideLine.SetActive(false); if (!m_aliveSword) { m_aliveSword = Instantiate(m_swordPrefab); } m_aliveSword.gameObject.SetActive(true); m_aliveSword.transform.position = transform.position; m_aliveSword.transform.eulerAngles = transform.eulerAngles; SpeedManager.Instance().ChangeTimeSpeed(SpeedManager.SpeedState.NORMAL); }