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Code Style Task. Проведите рефакторинг кода, исправьте все ошибки в именовании и форматировании так, чтобы не изменить принцип работы кода
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using System.Collections; | |
using UnityEngine; | |
[RequireComponent(typeof(Rigidbody))] | |
public class InstantiateBulletsShooting : MonoBehaviour | |
{ | |
[SerializeField] private float _multiplier; | |
[SerializeField] private Rigidbody _prefabBullet; | |
[SerializeField] private Transform _objectToShoot; | |
private Coroutine _coroutineShooting; | |
private void Start() => _coroutineShooting = StartCoroutine(ShootingWorker()); | |
private void OnDisable() => StopCoroutine(_coroutineShooting); | |
private IEnumerator ShootingWorker() | |
{ | |
bool isWork = true; | |
float timeWaitShooting = 3f; | |
while (isWork) | |
{ | |
Vector3 vector3Direction = (_objectToShoot.position - transform.position).normalized; | |
Rigidbody newBullet = Instantiate(_prefabBullet, transform.position + vector3Direction, Quaternion.identity); | |
newBullet.transform.up = vector3Direction; | |
newBullet.velocity = vector3Direction * _multiplier; | |
yield return new WaitForSeconds(timeWaitShooting); | |
} | |
} | |
} |
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using UnityEngine; | |
public class TargetMover : MonoBehaviour | |
{ | |
[SerializeField] private Transform[] _allPoints; | |
[SerializeField] private Transform _target; | |
[SerializeField] private float _speed; | |
private int _index; | |
private void Start() => Initialization(); | |
private void Update() | |
{ | |
Transform target = _allPoints[_index]; | |
transform.position = Vector3.MoveTowards(transform.position, target.position, _speed * Time.deltaTime); | |
if (transform.position == target.position) | |
{ | |
SelectNextTarget(); | |
} | |
} | |
private void Initialization() | |
{ | |
_allPoints = new Transform[_target.childCount]; | |
for (int i = 0; i < _target.childCount; i++) | |
{ | |
if (_target.GetChild(i).TryGetComponent(out Transform transform)) | |
{ | |
_allPoints[i] = transform; | |
} | |
} | |
} | |
private void SelectNextTarget() | |
{ | |
_index++; | |
if (_index == _allPoints.Length) | |
{ | |
_index = 0; | |
} | |
Vector3 thisPointVector = _allPoints[_index].transform.position; | |
transform.forward = thisPointVector - transform.position; | |
} | |
} |
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