public void Init(float damage, AIDunLandAct dunDiAct, Vector3 startPos, Vector3 lockPos) { m_ActTime = (startPos - lockPos).magnitude / m_Speed; m_ActTime = Mathf.Max(0.1f, m_ActTime); m_StartPos = startPos; m_LockPos = lockPos; m_dunDiAct = dunDiAct; transform.SetParent(Global.gApp.gBulletNode.transform, false); InitBulletPose(damage, dunDiAct.transform, 0, 0); InitBulletEffect(dunDiAct.transform); }
private void Awake() { m_SprayVenomAct = gameObject.GetComponent <AISprayVenomAct>(); m_DunLandAct = gameObject.GetComponent <AIDunLandAct>(); }