private void OnEnable() { _startAimTime = Time.time + _startTime; _endAimTime = _startAimTime + _aimTime; _playerTransform = BarrageBase.GetPlayerTransform(); }
private void Update() { if (Time.time < _startAimTime) { return; } if (_playerTransform != null) { float rate = Mathf.Min(1, Mathf.InverseLerp(_startAimTime, _endAimTime, Time.time)); Quaternion targetRotation = BarrageBase.GetAimRotation(_bulletMove.transform.position, _playerTransform.position); _bulletMove.rotation = Quaternion.Lerp(_bulletMove.rotation, targetRotation, rate); } else { _playerTransform = BarrageBase.GetPlayerTransform(); } if (Time.time > _endAimTime) { enabled = false; } }