// Update is called once per frame void Update() { if (!m_particleSystem.isEmitting) { m_particleSystem.Stop(); SmokeGenerator.SmokeFinished(gameObject); } }
void Awake() { if (SmokeGenerator.instance == null) { SmokeGenerator.instance = this; } else { Destroy(gameObject); } }
public void AudioRhythm() { if (!playedAudio) { SwitchTimeScale(); playedAudio = true; } else { if (!beatSource.isPlaying) { if (changeRhythm) { float randomChance = Random.Range(0, 100); if (randomChance > 50) { RandomClip(); RandomTempo(); } changeRhythm = false; } SwitchTimeScale(); playedAudio = false; } } //for showing smoke when a note is destined to play if (showRhythm) { animator.Play(); smokeGen = smokeParticles[smokeCounter].GetComponent <SmokeGenerator>(); smokeGen.SmokeIt(); smokeParticles[smokeCounter].Play(); showRhythm = false; if (smokeCounter < 2) { smokeCounter++; } else { smokeCounter = 0; } } }
private void HandleHit() { m_curHits++; if (m_curHits > brickSprites.Length) { Brick.DestructibleBrickCount--; m_levelManager.BrickDestroyed(); SmokeGenerator.TriggerSmoke(gameObject); Destroy(gameObject); } else { LoadNextSprite(); } }