private void OnTargetDestroy(Unit unit) { Unit.onDestroyedE -= OnTargetDestroy; if (unit == target) { StopAllCoroutines(); CancelInvoke(); ObjectPoolManager.Unspawn(shootEffect); } else if (unit == attInstance.srcUnit) { StopAllCoroutines(); CancelInvoke(); if (effectSetting) { effectSetting.Deactivate(); } ObjectPoolManager.Unspawn(shootEffect); if (target) { target.PurifyEffect(); } } }
void effectSettings_EffectDeactivated(object sender, EventArgs e) { var go = sender as EffectSettings; go.transform.position = transform.position; if (goIndexDeactivate >= count - 1) { effectSettings.Deactivate(); goIndexDeactivate = 0; } else { goIndexDeactivate++; } }