using System; using UnityEngine; namespace Weapons.Projectiles { public class FlameProjectile : ProjectileBase { public double destroyDeltaTime = 1d; private double destroyTime; private Transform _Origin; private String _Tag; private bool status =false; private InputHandler _Target; private void Awake() { _Origin = transform; } private void Start() { destroyTime = Time.time + destroyDeltaTime; } public void InstantiateOrigin(PlayerEntity player,Transform position, string nameTag) { _Origin = position.Find("FlamethrowerSpray"); _Tag = nameTag; _Origin.gameObject.SetActive(true); _Target = player.transform.GetComponent(); destroyTime = Time.time + destroyDeltaTime; status = true; } private void FixedUpdate() { if (!status) { return; } if (!_Target) { return; } if (_Target.FireKeyPressed) { var transform1 = transform; transform1.position = _Origin.position; transform1.rotation = _Origin.rotation; _Origin.gameObject.SetActive(true); } else { if (status) status = false; _Origin.gameObject.SetActive(false); } } protected override void PooledDestroy() { // string baseName = NetworkPooler.GetBaseName(transform.name); // NetworkPooler.Instance.PooledDestroy(baseName, gameObject); // status = false; } } }