private void Awake() { playerSync = GetComponent <PlayerSync>(); floatingEffect = GetComponent <FloatingEffect>(); rotateEffect = GetComponent <RotateEffect>(); shakeEffect = GetComponent <Shake>(); }
void AddEffect(GameObject spawnedObject, EffectType effectType) { switch (effectType) { case EffectType.DelayedDestruction: DelayedDestructionEffect tdod = spawnedObject.AddComponent <DelayedDestructionEffect>(); tdod.DelayTime = delayedDestructionTime; break; case EffectType.Floating: FloatingEffect fl = spawnedObject.AddComponent <FloatingEffect>(); fl.Gravity = floatingGravity; fl.StartVelocity = floatingStartVelocity; break; } }
private void Awake() { floatingEffect = GetComponent <FloatingEffect>(); rotateEffect = GetComponent <RotateEffect>(); shakeEffect = GetComponent <Shake>(); }