/// <summary> /// deactivate this fragment piece /// </summary> public void Deactivate() { ExploderUtils.SetActive(gameObject, false); visible = false; activeObj = false; // turn off particles if (emmiters != null) { foreach (var emitter in emmiters) { emitter.ClearParticles(); } } }
/// <summary> /// deactivate this fragment piece /// </summary> public void Deactivate() { ExploderUtils.SetActive(gameObject, false); visible = false; activeObj = false; // turn off particles if (particleSystems != null) { foreach (var psystem in particleSystems) { psystem.Clear(); } } }
/// <summary> /// deactivate this fragment piece /// </summary> public void Deactivate() { ExploderUtils.SetActive(gameObject, false); visible = false; activeObj = false; }