//バレットの種類によって打つ関数は違う public void changeBullet(Ammonation a) { Ammo = a.Ammo; if (Ammo > 0) { onShot = specialShot; } else { onShot = NormalShot; } currentBullet = a.bullet; }
public void INITIALIZING(TD_StateManager state) { ammonation = new Ammonation(); ammonation.bullet = weaponBullet; currentBullet = weaponBullet; statemanager = state; statemanager.BULLETSPAWNER = this; statemanager.status.getCurrentweapon.bullet = weaponBullet; direction = transform.forward; cameraMain = statemanager.FollowCamera; isPlayer = true; onShot = NormalShot; playerId = state.playerId; }
internal void addPlin(Ammonation a) { plin.obj = a.obj; plin.Ammo = a.Ammo; }
void Start() { statemanager = GetComponent <TD_StateManager>(); spawner = GetComponentInChildren <TD_BulletSpawner>(); plin = new Ammonation(); }