private void DestroyBrick() { GameObject smokePuff = (GameObject)Instantiate(smoke, this.gameObject.transform.position, Quaternion.identity); // To Change any module of ParticleSystem need to keep these modules // into different variable and then update var mainOfSmokePuff = smokePuff.GetComponent <ParticleSystem> ().main; mainOfSmokePuff.startColor = this.gameObject.GetComponent <SpriteRenderer>().color; Destroy(this.gameObject); bricksDAO.setTotalNumberOfBricks(bricksDAO.getTotalNumberOfBricks() - 1); }
// Use this for initialization void Start() { int brickNumber = 0; float minimumXVarianceValue = 0.00f; float maximumXVarianceValue = 0.00f; for (float yPoint = startingPositionY; yPoint < maxY; yPoint += minimumYGap) { for (float xPoint = startingPositionX + minimumXVarianceValue; xPoint < maxX - maximumXVarianceValue; xPoint += minimumXGap) { createBrick(xPoint, yPoint, brickNumber); brickNumber++; } int indexOfCurrentScene = SceneManager.GetActiveScene().buildIndex; minimumXVarianceValue += minimumXVarianceValues [indexOfCurrentScene - 1]; maximumXVarianceValue += maximumXVarianceValues [indexOfCurrentScene - 1]; } BricksDAO bricksDAO = new BricksDAO(); bricksDAO.setTotalNumberOfBricks(brickNumber); }