protected override void AdditionalCurrentStepSetup()
    {
        EffectStep step = steps[currentStep];

        damage         = (step.damage) ? tempDamage : 0;
        coll2D.enabled = (damage != 0);
        transform.Translate(new Vector3(0, 0, 0.001f));
        hitEnemies.Clear();
    }
Beispiel #2
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    void SetupCurrentStep()
    {
        EffectStep step = steps[currentStep];

        rend.sprite          = step.sprite;
        transform.localScale = new Vector3(step.size.x, step.size.y, 1);
        deactivateTime       = step.duration;
        currentTime          = 0;
        AdditionalCurrentStepSetup();
    }
    public void StartEffect()
    {
        enabled = true;
        step    = EffectStep.FadeIn;

        foreach (ParticleSystem par in particles)
        {
            par.Stop();
            par.Play();
        }

        text.color     = startColor;
        currentTime    = 0;
        colorFadeSpeed = 1.0f / colorFadeInTime;
    }