void MakeAllEcho() { ParticleSystem[] PSArray = GameObject.FindObjectsOfType <ParticleSystem>(); foreach (ParticleSystem PS in PSArray) { PS.Emit(300); } imageCooldownText.text = ((int)MarcoPoloGame.HUNTER_REVEAL_CD).ToString(); isCooldown = true; }
private IEnumerator Emit() { byte frameCount = (byte)Config.ChatEmoteRain.EmoteDelay; while (queue > 0) { if (frameCount >= Config.ChatEmoteRain.EmoteDelay) { frameCount = 0; PS.Emit(1); queue--; } frameCount++; yield return(new WaitForFixedUpdate()); } coroutine = StartCoroutine(TimeOut()); yield break; }
private IEnumerator <WaitForFixedUpdate> Emit() { byte frameCount = (byte)Settings.emoteDelay; while (queue > 0) { if (frameCount >= Settings.emoteDelay) { frameCount = 0; PS.Emit(1); queue--; } frameCount++; yield return(new WaitForFixedUpdate()); } coroutine = TimeOut(); StartCoroutine(coroutine); yield break; }