public LazerProcess(Pattern.RuntimeParameters rParams, float width, float telegraphDuration, float attackDuration, Lazer prefab) : base(telegraphDuration + attackDuration) { runParams = rParams; this.width = width; this.telegraphDuration = telegraphDuration; this.attackDuration = attackDuration; this.prefab = prefab; }
private void CreateLazers() { foreach (AttackPoint point in runParams.attackPoints) { if (!point.shootingEnabled) { continue; } Lazer lazer = Object.Instantiate(prefab.gameObject, point.transform.position, Quaternion.Euler(0f, 0f, point.rotation), point.transform).GetComponent <Lazer>(); lazer.SetWidth(width); lazers.Add(lazer); } }