public void Execute(float deltaTime) { if (_upTimer.MAXValue < _upTimer.CurrentValue) { AddBulletToList(_bulletPull.Get()); _upTimer.ResetTimer(); } else { for (int i = 0; i < _bullets.Count; i++) { var bullet = _bullets[i]; MoveBullet(bullet, deltaTime); if (_returnChecker.ShouldReturn(bullet)) { _bulletPull.Return(bullet); } } _bullets.RemoveAll(b => !b.gameObject.activeSelf); } _upTimer.UpTimerTick(deltaTime); }
public void Execute(float deltaTime) { if (_weaponLocker.IsLocked) { _upTimer.UpTimerTick(deltaTime); if (Mathf.Approximately(_upTimer.CurrentValue, _upTimer.MAXValue)) { _weaponLocker.IsLocked = false; } } _bulletManager.Execute(deltaTime); }