Beispiel #1
0
    public override void MessUp(Transform user, Missile projectile)
    {
        Rigidbody rbody = projectile.GetComponent <Rigidbody>(); // Get projectile rigidbody

        rbody.useGravity = false;                                // do not allow gravity
        rbody.velocity   = Vector3.zero;                         // Stop the missile from moving
        projectile.GetComponent <Collider>().enabled = false;
        projectile.Deactivate();
        projectile.StartCoroutine(hailFire(user, projectile));
    }
Beispiel #2
0
    IEnumerator firePillar(Transform coll, Missile proj)
    {
        proj.Deactivate();
        Rigidbody rbody = proj.GetComponent <Rigidbody>();

        rbody.useGravity  = false;
        rbody.isKinematic = true;
        proj.GetComponent <Collider>().enabled = false;
        ParticleSystem flame = Instantiate(tinyFlamePrefab, proj.transform.position, Quaternion.identity);

        ParticleSystem.MainModule flameMain = flame.main;
        while (flame.startLifetime > 0f)
        {
            flame.startLifetime -= Time.deltaTime;
            yield return(new WaitForEndOfFrame());
        }
        // Transform newPillar = Instantiate(firePillarPrefab, flame.transform.position, Quaternion.identity);
        mainBlast(proj, flame.transform);
        Destroy(flame.gameObject);
    }