private void OnBubbleGroupReaction(BubbleGroupReactionEvent gameEvent) { foreach (var bubble in gameEvent.bubbles) { AddBubble(gameEvent.priority, bubble); } }
private void ProcessHitGroup(RaycastHit2D[] hits, float delay) { List <Bubble> bubbles = null; foreach (var hit in hits) { var bubble = hit.collider.gameObject; if (bubble.tag == StringConstants.Tags.BUBBLES) { var model = bubble.GetComponent <BubbleModelBehaviour>().Model; if (model.Active || (bubble == gameObject)) { bubbles = bubbles ?? new List <Bubble>(); bubbles.Add(model); AddDeathAnimation(bubble); } } } if (bubbles != null) { BubbleGroupReactionEvent.Dispatch(ReactionPriority.PowerUp, bubbles, delay); } }