private void StopVFX() { if (_battleWin01VFX) { _battleWin01VFX.Stop(); _battleWin01VFX = null; } if (_battleWin02VFX) { _battleWin02VFX.Stop(); _battleWin02VFX = null; } if (_battleWin03VFX) { _battleWin03VFX.Stop(); _battleWin03VFX = null; } foreach (var reward in rewardsArea.rewards) { reward.StopVFX(); } }
private IEnumerator EmitBattleWinVFX() { yield return(_battleWinVFXYield); AudioController.instance.PlaySfx(AudioController.SfxCode.Win); switch (SharedModel.ClearedWaveNumber) { case 1: _battleWin01VFX = VFXController.instance.CreateAndChase <BattleWin01VFX>( ActionCamera.instance.transform, VfxBattleWinOffset); break; case 2: _battleWin02VFX = VFXController.instance.CreateAndChase <BattleWin02VFX>( ActionCamera.instance.transform, VfxBattleWinOffset); break; case 3: _battleWin03VFX = VFXController.instance.CreateAndChase <BattleWin03VFX>( ActionCamera.instance.transform, VfxBattleWinOffset); break; } }