public bool Shake() //Candidate for cleanup. Should be clearer why this returns a bool to PlayerHandInteractions { _accumulatedShakes++; _timer = _secondsBeforeShakeCountReset; if (_accumulatedShakes >= _shakesBeforeExploding) { Instantiate(_explosionPrefab, transform.position, Quaternion.identity); _orb.Disable(); return(true); //Orb was destroyed by the shake. } else { return(false); //Orb was NOT destroyed by the shake. } }
public void Combine() { _orb.Disable(); }