IEnumerator WaitForClearScreen() { yield return(new WaitUntil(() => GamePrefs.temp_remaning_projectiles_shot == Projectiles_Instantiated - 1)); yield return(new WaitForSeconds(0.5f)); //SoundManager.Instance.ClickLevelCompleteSound(); Upcoming2.GetComponent <SpriteRenderer>().enabled = false; gameManager.OnShootCannonEmpty(); }
void ShootTillCannonEmpty() { if (GamePrefs.NO_OF_BUBBLES > 0) { GamePrefs.NO_OF_BUBBLES--; //B_count.UpdateCount(); if (GamePrefs.NO_OF_BUBBLES == 1) { Upcoming1.GetComponent <SpriteRenderer>().enabled = false; Upcoming2.GetComponent <SpriteRenderer>().enabled = false; } Spawnpoint.gameObject.layer = LayerMask.NameToLayer("Falling"); Destroy(Spawnpoint.GetComponent <Obstacle>()); Spawnpoint.GetComponent <SpriteRenderer>().sortingOrder = 55; Spawnpoint.GetComponent <CircleCollider2D>().sharedMaterial = bubble_physics; Spawnpoint.GetComponent <Rigidbody2D>().mass = 0.8f; Spawnpoint.GetComponent <Rigidbody2D>().angularDrag = 0.0f; Spawnpoint.GetComponent <Rigidbody2D>().gravityScale = 0.8f; Vector2 velocity = Spawnpoint.transform.rotation * Parent.transform.up * 130; //Spawnpoint.gameObject.layer = LayerMask.NameToLayer("Falling"); Projectiles_Instantiated++; Spawnpoint.name = "Wasted" + Projectiles_Instantiated; //print("projectile instantiated "+Spawnpoint.name); projectile.AddForce(velocity * 40); Invoke("DelayForSelfCollision", 0.03f); //Spawnpoint.GetComponent<CircleCollider2D>().isTrigger = false; //GameObject temp = RemainingPooler.GetPooledObject(); // Instantiate new bubble //temp.SetActive(true); ////Spawnpoint.gameObject.layer = LayerMask.NameToLayer("Falling"); //temp.GetComponent<SpriteRenderer>().sprite = null; //temp.GetComponent<CircleCollider2D>().isTrigger = true; //Spawnpoint = temp.transform; // Replaces old spawnpoint transform with new //projectile = temp.GetComponent<Rigidbody2D>(); //if (GamePrefs.NO_OF_BUBBLES == 0) //{ // Spawnpoint.GetComponent<SpriteRenderer>().enabled = false; //} } else { StartCoroutine("WaitForClearScreen"); CancelInvoke("ShootTillCannonEmpty"); } }