void Update() { if (_state == 0) { Loop("Idle", spriteRenderer); var closest = _GetClosest(); if (closest && Vector3.Distance(closest.transform.position, transform.position) < armedDistance) { _state = 1; } } else if (_state == 1) { var playing = Once("Armed", spriteRenderer); if (playing == 0) { EmitterGroup.Play("Explosion 1", transform.position, 1, spriteRenderer.sortingOrder); _Shrapnel(); Destroy(gameObject); } } }
public override void OnCollision(SpriteColliderBase collider) { if (collider.name == "Pickup Shield") { AddShield(); collider.Destroy(); } else if (collider.name == "Pickup Bullets") { frontCannon.count += upgradeSettings.frontCannon; collider.Destroy(); } else if (collider.name == "Pickup Phaser" && phaser) { phaser.count += upgradeSettings.phaser; collider.Destroy(); } else if (collider.name == "Pickup Laser" && laser) { laser.timer.count += upgradeSettings.laser; collider.Destroy(); } else if (collider.name == "Pickup Nuke") { Nukeable.Nuke(); EmitterGroup.Play("Nuke", default); collider.Destroy(); } }
void Update() { EmitterGroup.Play(emitterGroupId, transform.position, emitterGroupSize, orderInLayer); }