// To invoke in GameController: Gets the random shape, by its position in the array, and call its spawning public Shape SpawnRandomShape() { Shape shape = null; shape = GetQueuedShape(); shape.transform.position = transform.position; shape.transform.localScale = Vector3.one; //StartCoroutine(GrowShape(shape, transform.position, 2f)); if (m_spawnFX) { m_spawnFX.Play(); } if (shape) { return(shape); } else { Debug.Log($"<color=red><b>ERROR!</b> Invalid shape in spawner!</color>"); return(null); } }
IEnumerator GameOverRoutine() { if (m_gameOverFx) { m_gameOverFx.Play(); } yield return(new WaitForSeconds(0.3f)); m_gameOverPanel.SetActive(true); }
void LevelUp() { m_level++; m_lines += (m_linesPerLevel * m_level); m_didLevelUp = true; if (m_levelUpFx) { m_levelUpFx.Play(); } }
public void SnapShapeFX() { int i = 0; foreach (Transform child in gameObject.transform) { if (m_snapShapeFX[i]) { m_snapShapeFX[i].transform.position = child.position; ParticleTrigger particleTrigger = m_snapShapeFX[i].GetComponent <ParticleTrigger>(); if (particleTrigger) { particleTrigger.Play(); } i++; } } }