Example #1
0
 /// <summary> Called once per frame </summary>
 void Update()
 {
     color.a -= Time.deltaTime / fadeTime;
     if (color.a <= 0.0f)
     {
         RecyclePool.Recycle(RecyclePool.PoolTypes.BlockDisappear, gameObject);
     }
     else
     {
         material.color = color;
     }
 }
Example #2
0
    /// <summary> Recycles all spawned items </summary>
    public void ClearAllEffects()
    {
        for (int i = 0; i < fallingRings.Count; ++i)
        {
            RecyclePool.Recycle(RecyclePool.PoolTypes.FallingRing, fallingRings[i].gameObject);
        }
        fallingRings.Clear();

        for (int i = 0; i < shockwaves.Count; ++i)
        {
            RecyclePool.Recycle(RecyclePool.PoolTypes.Shockwave, shockwaves[i].gameObject);
        }
        shockwaves.Clear();
    }
Example #3
0
 /// <summary> Called from a shockwave when it finishes growing + fading </summary>
 /// <param name="_shockwave"> Shockwave that just finished </param>
 public void ShockwaveFinished(Shockwave _shockwave)
 {
     RecyclePool.Recycle(RecyclePool.PoolTypes.Shockwave, _shockwave.gameObject);
     shockwaves.Remove(_shockwave);
 }
Example #4
0
 /// <summary> Called from the ring when it hits the ground </summary>
 /// <param name="_ring"> Ring that just finished falling </param>
 public void RingFinishedFalling(FallingRing _ring)
 {
     RecyclePool.Recycle(RecyclePool.PoolTypes.FallingRing, _ring.gameObject);
     fallingRings.Remove(_ring);
 }