private void iterateThroughCreatedProjectiles(IRangeWeapon rangeWeapon, ref IPooledProjectile currentProjectile) { for (int i = 0; i < projectilesBoundToCharacterType[rangeWeapon.Character.CharacterType].Count; i++) { if (!projectilesBoundToCharacterType[rangeWeapon.Character.CharacterType][i].Active) { projectilesBoundToCharacterType[rangeWeapon.Character.CharacterType][i].Active = true; currentProjectile = projectilesBoundToCharacterType[rangeWeapon.Character.CharacterType][i]; break; } } }
private void addNewProjectileToList(IRangeWeapon rangeWeapon, ref IPooledProjectile currentProjectile) { if (projectilesBoundToCharacterType[rangeWeapon.Character.CharacterType][projectilesBoundToCharacterType[rangeWeapon.Character.CharacterType].Count - 1].Active) { lastElement = projectilesBoundToCharacterType[rangeWeapon.Character.CharacterType].Count - 1; addProjectile(rangeWeapon); projectilesBoundToCharacterType[rangeWeapon.Character.CharacterType][lastElement].Active = true; currentProjectile = projectilesBoundToCharacterType[rangeWeapon.Character.CharacterType][lastElement]; } }