public void Fire(float damage) { barrelAnimator.Stop(); barrelAnimator.Play(); firingPoint.Fire(damage); light2D.intensity = peakIntensity; light2D.DOIntensity(0, 0.1f); this.DelayLocally(SetCyclingDrumSprite, animTime * 0.25f); this.DelayLocally(SetNormalDrumSprite, animTime * 0.5f); }
public void PowerDown() { thrusterFlame.transform.DOScale(0f, 0.5f); light2D.DOIntensity(0f, 0.5f); }