public override IEnumerator ExecuteAction(CutsceneController controller, bool playNextNode = true) { TileEffectSprite sprite = Globals.GenerateTileEffectSprite(spawnPosition.X, spawnPosition.Y, tileeffectID); sprite.transform.SetParent(controller.spawnPoint); controller.tileeffects[spawnPosition.X, spawnPosition.Y] = sprite.gameObject; //we made want to keep track of this sprite somewere yield return(null); controller.NextNode(); }
public static TileEffectSprite GenerateTileEffectSprite(int x, int y, string animationID) { TileEffectSprite s = GameObject.Instantiate <TileEffectSprite>( Resources.Load <TileEffectSprite>("BaseObjects/TileEffect"), Globals.GridToWorld(x, y), Quaternion.identity); s.GetComponent <Animator>().runtimeAnimatorController = Globals.GEtAnatimationController(animationID); return(s); }
public static void InitTileEffectVisual(TileNode tileNode, TileEffect effect) { if (effect.animationID == "") { return; } else { int x = tileNode.data.posX; int y = tileNode.data.posY; TileEffectSprite s = Globals.GenerateTileEffectSprite(tileNode.data.posX, tileNode.data.posY, effect.animationID); s.InitEffectSprite(effect.tempID, x, y); Globals.GetBoardManager().EffectBoard[x, y] = s; tileNode.effectSprites.Add(s); } }