public YieldInstruction Respawn(BubbType type)
 {
     gameObject.SetActive(true);
     BubbType      = type;
     _image.sprite = Manager.Instance.GameCfg.BubbSprites[(int)BubbType];
     _punchAnim.Restart();
     return(_punchAnim.WaitForCompletion());
 }
        public void Respawn()
        {
            gameObject.SetActive(true);
            var lvl    = Manager.Instance.Level;
            var weight = Manager.Instance.GameCfg.LevelTunnings[lvl].WaitBubbWeights;

            BubbType = weight.SelectByWeight();
            //BubbType = BubbType.Colorful;
            var cfg = Manager.Instance.GameCfg;

            _img.sprite = cfg.BubbSprites[(int)BubbType];
        }
        public void Respawn(BubbType type, Vector2 flyDir, Vector3 pos)
        {
            Time.fixedDeltaTime /= _fixedDeltaTimeScale;
            transform.position   = new Vector3(pos.x, pos.y);
            _rigidbody.simulated = true;
            _renderer.enabled    = true;

            BubbType = type;
            var cfg = Manager.Instance.GameCfg;

            _renderer.sprite    = cfg.BubbSprites[(int)type];
            _rigidbody.velocity = flyDir * cfg.FlyBubbleSpeed;
        }
Example #4
0
 public void SpawnFlyBubble(BubbType type, Vector2 flyDir, Vector2 position)
 {
     ++FlyCount;
     _lazyFlyBubble.Value.Respawn(type, flyDir, position);
 }