private bool OnSubLevelFailed(OnSubLevelFailedMsg msg) { gameObject.transform.position = mInitialPosition; gameObject.transform.eulerAngles = new Vector3(0, 0, 0); //gameObject.SetActive(true); //gameObject.GetComponent<SpriteRenderer>().color = initinalStoneColor; //gameObject.transform.FindChild("Particle System").gameObject.SetActive(true); return(false); }
//关卡失败,所有的石头都显示出来 private bool OnSubLevelFailed(OnSubLevelFailedMsg msg) { if (mStoneList.Count == 0) { return(false); } ClearStoneList(); SetStoneList(true); for (int i = 0; i < mStoneList.Count; i++) { if (!mStoneList[i].activeSelf) { //mStoneList[i].SetActive(true); } } ClearStoneList(); return(false); }
private bool OnSubLevelFailed(OnSubLevelFailedMsg msg) { gameObject.SetActive(true); gameObject.transform.Find("Particle System").gameObject.SetActive(true); return(false); }
private bool OnSubLevelFailed(OnSubLevelFailedMsg msg) { gameObject.SetActive(true); return(false); }
/// <summary> /// 小关卡通关失败 /// </summary> /// <param name="msg"></param> /// <returns></returns> private bool OnSubLevelFailed(OnSubLevelFailedMsg msg) { StartCoroutine(FailSubLevel()); return(false); }