/// <summary> /// 発射時処理 /// </summary> protected sealed override ISFXPlayback DoFire(ISFXWeapon weapon, AudioClipAmmo ammo) { var op = m_list.Alloc() as AudioClipPlayback; op.Setup(weapon, m_audioSource, ammo); return(op); }
//================================= // Method //================================= internal static void Fire(ISFXWeapon weapon, ISFXAmmo ammo) { Shooter?.Fire(weapon, ammo); }
/// <summary> /// 再生処理 /// </summary> public void Fire(ISFXWeapon weapon, ISFXAmmo ammo) { weapon.Fire(this, ammo); }
//============================================ // Method //============================================ public void Setup(ISFXWeapon weapon, AudioSource audioSource, AudioClipAmmo ammo) { Weapon = weapon; Source = audioSource; Ammo = ammo; }
/// <summary> /// 発射 /// </summary> /// <param name="ammo"></param> public abstract ISFXPlayback Fire(ISFXWeapon weapon, ISFXAmmo ammo);