public override void SimUpdate() { if (timer > 0) { timer--; } if (detectionArea.entities.Count > 0) { target = GetClosestTarget(); EntityPhysicsManager epm = (EntityPhysicsManager)target.PhysicsManager; //transform.LookAt(target.transform.position + Vector3.up + epm.forceMovement); transform.LookAt(PredictPosition(target.gameObject) + Vector3.up); if (timer <= 0) { danmakuConfig.position = transform.position; danmakuConfig.rotation = transform.eulerAngles; danmakuManager.Fire(danmaku, danmakuConfig, team, hitInfo); timer = countdown; } } danmakuManager.Tick(); }
public override void SimUpdate() { if (bb) { danmakuManager.Fire(sequence, config, team, hitInfo); bb = false; } danmakuManager.Tick(); }