Exemple #1
0
        public void ReturnToPool(float time)
        {
            UnboundCoroutine.Start(ReturnToPoolRoutine(this, time));

            /*if (SourcePool != null)
             * {
             *      SourcePool.ReturnToPool(this, time);
             * }
             * else
             * {
             *      Debug.Log("DESTROY C");
             *      Destroy(gameObject, time);
             * }*/
        }
Exemple #2
0
        /// <summary>
        /// Teleports an entity to a specified destination
        /// </summary>
        /// <param name="entity">The entity to teleport</param>
        /// <param name="Destination">The destination of the entity</param>
        /// <param name="teleInTime">How long the entity will wait before it will teleport</param>
        /// <param name="teleOutTime">How long the entity will wait after it has teleported</param>
        /// <param name="teleportColor">The color of the teleportation effects. If left at the default, the teleport color will be white</param>
        /// <param name="flashSprite">Whether the sprite on the entity should flash or not. This only works if the entity has a <see cref="SpriteRenderer"/> and a <see cref="WeaverCore.Components.SpriteFlasher"/> If a <see cref="WeaverCore.Components.SpriteFlasher"/> is not already on the entity, one will be created</param>
        /// <param name="playEffects">Whether the teleportation effects should be played.</param>
        /// <returns>Returns the amount of time the teleportation will take. You can use this if you want to wait until the teleportation is done</returns>
        public static float TeleportEntity(GameObject entity, Vector3 Destination, float teleInTime, float teleOutTime, Color teleportColor = default(Color), bool flashSprite = true, bool playEffects = true, float audioPitch = 1f)
        {
            if (teleportColor == default(Color))
            {
                teleportColor = Color.white;
            }

            if (teleInTime < 0f)
            {
                teleInTime = 0f;
            }

            if (teleOutTime < 0f)
            {
                teleOutTime = 0f;
            }

            var sprite  = entity.GetComponent <SpriteRenderer>();
            var flasher = entity.GetComponent <SpriteFlasher>();

            if (flashSprite)
            {
                if (sprite == null)
                {
                    throw new TeleportException("The entity to be teleported does not have a SpriteRenderer. Either add a sprite renderer to the entity, or set flashSprite to false");
                }
                if (flasher == null)
                {
                    flasher = entity.AddComponent <SpriteFlasher>();
                }
            }

            float storedAlpha = sprite.color.a;

            UnboundCoroutine.Start(TeleportRoutine(entity, Destination, teleInTime, teleOutTime, teleportColor, flashSprite, playEffects, audioPitch, sprite, flasher, storedAlpha));

            return(teleInTime + teleOutTime);
        }
 public static void Stop(UnboundCoroutine coroutine)
 {
     impl.Stop(coroutine);
 }