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; }
public void SpawnFlyBubble(BubbType type, Vector2 flyDir, Vector2 position) { ++FlyCount; _lazyFlyBubble.Value.Respawn(type, flyDir, position); }