internal void Init(List <EnemyObject> enemyObjects, List <ParticleObjects> compositeParticles, ScoreManager scoreManager, ParticleObjects particleObjects) { base.scoreManager = scoreManager; _compositeEnemies = enemyObjects; _compositeParticles = compositeParticles; for (var i = 0; i < 3; i++) { enemyObjects[i].Init(base.scoreManager, compositeParticles[i]); } foreach (var enemy in _compositeEnemies) { enemy.gameObject.SetActive(false); } currentParticles = particleObjects; }
internal void Init(ScoreManager scoreManager, ParticleObjects particleObjects) { this.scoreManager = scoreManager; currentParticles = particleObjects; }
internal void Init(ParticleObjects particle, Vector3 aimTarget) { _explosionPrefab = particle; _explosionPrefab.StopParticle(); }