public virtual void Fire() { if (AudioSource != null) { AudioSource.Play(); } // if this effect has an explosion force, apply that now CreateExplosion(gameObject.transform.position, ForceRadius, ForceAmount); // start any particle system that is not in the list of manual start particle systems StartParticleSystems(); // If we implement the ICollisionHandler interface, see if any of the children are forwarding // collision events. If they are, hook into them. ICollisionHandler handler = (this as ICollisionHandler); if (handler != null) { FireCollisionForwardScript collisionForwarder = GetComponentInChildren <FireCollisionForwardScript>(); if (collisionForwarder != null) { collisionForwarder.CollisionHandler = handler; } } }
protected virtual void Start() { if (AudioSource != null) { AudioSource.Play(); } // precalculate so we can multiply instead of divide every frame stopTimeMultiplier = 1.0f / StopTime; startTimeMultiplier = 1.0f / StartTime; // if this effect has an explosion force, apply that now CreateExplosion(gameObject.transform.position, ForceRadius, ForceAmount); // start any particle system that is not in the list of manual start particle systems StartParticleSystems(); // If we implement the ICollisionHandler interface, see if any of the children are forwarding // collision events. If they are, hook into them. ICollisionHandler handler = (this as ICollisionHandler); if (handler != null) { FireCollisionForwardScript collisionForwarder = GetComponentInChildren <FireCollisionForwardScript>(); if (collisionForwarder != null) { collisionForwarder.CollisionHandler = handler; } } }
protected virtual void Start() { if (AudioSource != null) { AudioSource.Play(); } StartParticleSystems(); ICollisionHandler handler = (this as ICollisionHandler); if (handler != null) { FireCollisionForwardScript collisionForwarder = GetComponentInChildren <FireCollisionForwardScript>(); if (collisionForwarder != null) { collisionForwarder.CollisionHandler = handler; } } }
public virtual void StartFire() { if (AudioSource != null) { AudioSource.Play(); } // start any particle system that is not in the list of manual start particle systems StartParticleSystems(); // If we implement the ICollisionHandler interface, see if any of the children are forwarding // collision events. If they are, hook into them. ICollisionHandler handler = (this as ICollisionHandler); if (handler != null) { FireCollisionForwardScript collisionForwarder = GetComponentInChildren <FireCollisionForwardScript>(); if (collisionForwarder != null) { collisionForwarder.CollisionHandler = handler; } } }