Exemple #1
0
 /// <summary>
 /// This is the Method to call when destroying a Frenzy Banana.  It will call a method on a the GameObject
 /// in the scene that holds/activates the "Frenzy" sprite renderer, starts the Frenzy Fruit Spawner's for 5-8
 /// seconds, and makes the BG change color rapidly. Then the method instantiates a particle system at the hit or
 /// death location, and then SetActive(false)'s the object.
 /// </summary>
 void FenzyBananaDestroy()
 {
     //The start effect gets called on the scene FrenzyEffect object (starts the "Frenzy" Sprite Renderer,
     //and changes BG color.
     frenzyEffectGameObject.StartEffect();
     //We instantiate the star and blast ring effect that is used for all of the Banana PowerUps
     //it simple, and there aren't any gibs used... would look better with some banana gibs, maybe we
     //could make some simple shapes that use the UV space of the respective objects texture.  Left
     //out for now.
     Instantiate(frenzyParticleEffect, transform.position - new Vector3(0, 0, 20), Quaternion.identity);
     //set this object inactive so that it can be called from the pool again.
     thisGameObject.SetActive(false);
 }
 /// <summary>
 /// This is the Method to call when destroying a Frenzy Banana.  It will call a method on a the GameObject
 /// in the scene that holds/activates the "Frenzy" sprite renderer, starts the Frenzy Fruit Spawner's for 5-8
 /// seconds, and makes the BG change color rapidly. Then the method instantiates a particle system at the hit or
 /// death location, and then SetActive(false)'s the object.
 /// </summary>
 void FenzyBananaDestroy()
 {
     //The start effect gets called on the scene FrenzyEffect object (starts the "Frenzy" Sprite Renderer,
     //and changes BG color.
     antidoteIconAnim = GameObject.Find("AntidoteIcon").GetComponent <Animator>();
     antidoteIconAnim.SetTrigger(Tags.antidoteAnimationTrigger);
     frenzyEffectGameObject.StartEffect();
     //We instantiate the star and blast ring effect that is used for all of the Banana PowerUps
     //it simple, and there aren't any gibs used... would look better with some banana gibs, maybe we
     //could make some simple shapes that use the UV space of the respective objects texture.  Left
     //out for now.
     Instantiate(frenzyParticleEffect, transform.position - new Vector3(0, 0, 20), Quaternion.identity);
     //set this object inactive so that it can be called from the pool again.
     thisGameObject.SetActive(false);
     GameController.GameControllerInstance.numAntidot = Mathf.Min(1, GameController.GameControllerInstance.numAntidot + 1);
 }