//--------------------------------------- // When ball is thrown, it will create new ball //--------------------------------------- private void createBall() { if (_NumShot == 3) { ball = new GameObject[3]; } else { ball = new GameObject[5]; } ball[0] = (GameObject)Instantiate(BallPrefb); BulletCollision2D bulletCo = ball[0].GetComponentInChildren <BulletCollision2D>(); bulletCo._Turn = _NumTurn; ball[1] = (GameObject)Instantiate(BallPrefb); BulletCollision2D bulletC1 = ball[1].GetComponentInChildren <BulletCollision2D>(); bulletC1._Turn = _NumTurn; ball[2] = (GameObject)Instantiate(BallPrefb); BulletCollision2D bulletC2 = ball[2].GetComponentInChildren <BulletCollision2D>(); bulletC2._Turn = _NumTurn; Vector3 pos = transform.position; pos.z = 1; ball[0].transform.position = ball[1].transform.position = ball[2].transform.position = pos; ball[0].SetActive(false); ball[1].SetActive(false); ball[2].SetActive(false); if (_NumShot == 5) { ball[3] = (GameObject)Instantiate(BallPrefb); BulletCollision2D bulletC3 = ball[3].GetComponentInChildren <BulletCollision2D>(); bulletC3._Turn = _NumTurn; ball[4] = (GameObject)Instantiate(BallPrefb); BulletCollision2D bulletC4 = ball[4].GetComponentInChildren <BulletCollision2D>(); bulletC4._Turn = _NumTurn; ball[3].transform.position = ball[4].transform.position = pos; ball[3].SetActive(false); ball[4].SetActive(false); } }
private void InitBullet(bool isFinish) { GameObject bullet = (GameObject)Instantiate(_Butlet, _PosInitBullet[0].position, Quaternion.Euler(_PosInitBullet[1].position - _PosInitBullet[0].position)); BulletCollision2D collision = bullet.GetComponentInChildren <BulletCollision2D>(); collision._BulletFinish = isFinish; bullet.GetComponent <Rigidbody2D>().AddForce(GetForceFrom(_PosInitBullet[0].position, _PosInitBullet[1].position), ForceMode2D.Impulse); }