/// <summary> /// 花火を生み出す /// </summary> public void Fire(FireWork FireWork, Vector2 FirePosition) { --fireNum.Value; fieldStatus.fireInterval = gameStatus.initFireInterval; var Fire = Instantiate(FireWork, FirePosition, Quaternion.identity) as FireWork; Fire.Initialize(Flash); }
/// <summary> /// オープニング花火を生み出す /// </summary> public void OpeningFire(FireWork FireWork, Vector2 FirePosition, FireWorksManager manager) { --fireNum.Value; fieldStatus.fireInterval = gameStatus.initFireInterval; var Fire = Instantiate(FireWork, FirePosition, Quaternion.identity) as FireWork; Fire.OpeningFireInitialize(manager); }
void OnDestroy() { CoinCount--; if (CoinCount <= 0) { // Game if won, Collected all coins // Destroy timer and launch fireworks GameObject Timer = GameObject.Find("LevelTimer"); Destroy(Timer); GameObject[] FireWorks = GameObject.FindGameObjectsWithTag("FireWorks"); foreach (GameObject FireWork in FireWorks) { FireWork.GetComponent <ParticleSystem>().Play(); } } }