public void init(ref Vector3 position, ref Quaternion rotation) { base.init(); rigidbody_.init(ref position, ref rotation); collider_ = MyCollider.createBullet(); MyCollider.initSphereBullet(collider_, ref position, 0.25f /* radius */); MyCollider.disableForBullet(collider_, true); is_held_ = true; start_ = 0; beam_id_ = Beam.Instance.spawn(0.25f /* width */, Beam.Type.Bullet); }
public void init(ref Vector3 position, ref Quaternion rotation, float speed, double update_time) { base.init(); rigidbody_.init(ref position, ref rotation); var dir = rotation * CV.Vector3Forward; var velocity = dir * speed; rigidbody_.setVelocity(velocity); collider_ = MyCollider.createBullet(); MyCollider.initSphereBullet(collider_, ref position, 0.5f /* radius */); start_ = update_time; beam_id_ = Beam.Instance.spawn(0.75f /* width */, Beam.Type.Bullet); }
public void init(ref Vector3 position, ref Quaternion rotation, float speed, float update_time) { base.init(ref position, ref rotation); var dir = rotation * Vector3.forward; var velocity = dir * speed; rigidbody_.setVelocity(velocity); collider_ = MyCollider.createBullet(); MyCollider.initSphereBullet(collider_, ref position, 1f /* radius */); start_ = update_time; beam_id_ = Beam.Instance.spawn(0.75f /* width */, Beam.Type.Bullet); // beam_id_ = Beam2.Instance.spawn(ref rigidbody_.transform_.position_, // ref dir, // 1.0f /* length */, // speed, // ref col, // 0.75f /* width */); }