private IEnumerator SpawnEffect(SpriteRenderer renderer) { Material spawnMat = new Material(MaterialDict.Instance.SpawnMaterial); renderer.material = spawnMat; yield return(EntityMaterialManager.SpawnEffect(spawnMat, 0.75f)); }
private void Start() { if (IsAI == false) { PlayersDict.Instance.Register(this); } EntityMaterialManager.PlaySpawnEffect(); }
/// <summary> /// Inits the Enemy. /// </summary> /// <param name="enemyObject">The enemy object.</param> /// <param name="roomBorder">The border of the room the enemy spawned in.</param> public void Set(EnemyObject enemyObject, Rect roomBorder) { if (IsBoss == false) { EntityMaterialManager.PlaySpawnEffect(); } Brain.tree = enemyObject.BehaviourTree; carryingWeapons = enemyObject.Weapons; EquippedWeapon.Swap(enemyObject.Weapons[0]); Brain.BrainMover.meterPerSecond = enemyObject.Stats.metersPerSecond; Brain.BrainMover.RoomBounds = roomBorder; Health.Init(enemyObject.Stats.maxHealth); entityName = enemyObject.name; }
public IEnumerator InnerDespawnPickable() { if (spawnRoutine != null && spawnRoutine.IsFinshed == false) { spawnRoutine.Stop(false); } SpriteRenderer spriteRenderer = GetComponent <SpriteRenderer>(); Material despawnMat = new Material(MaterialDict.Instance.SpawnMaterial); spriteRenderer.material = despawnMat; yield return(EntityMaterialManager.DeSpawnEffect(despawnMat, 0.75f)); if (gameObject && isServer) { NetworkServer.Destroy(gameObject); } }
public void Die() { Health health = GetComponent <Health>(); EntityMaterialManager emm = GetComponent <EntityMaterialManager>(); Enemy enemy = GetComponent <Enemy>(); if (health.isServer) { if (enemy) { enemy.Brain.enabled = false; } emm.PlayDeSpawnEffect(onFinished: Despawn); } else { emm.PlayDeSpawnEffect(onFinished: null); } health.enabled = false; gameObject.layer = LayerDict.Instance.GetUnhittableLayer(); }