public void losse() { this.status = fire_status.losse; go.transform.parent = null; go.transform.rotation = rotation_after_losse; go.GetComponent <ParticleSystem> ().simulationSpace = ParticleSystemSimulationSpace.World; go.GetComponent <CapsuleCollider> ().enabled = true; com.ts.add_hourglass(alive_time_after_losse, () => { if (status != fire_status.invaild) { destory(); } }); }
public void destory() { status = fire_status.invaild; Instantiate(boom, transform.position, transform.rotation); Destroy(gameObject); }