Esempio n. 1
0
    void OnDead()
    {
        foreach (var part in parts)
        {
            var effect = Instantiate(deadEffectPrefab) as GameObject;
            effect.transform.position = part.transform.position;
            effect.transform.SetParent(transform);
        }
        //blinkCroutine_ = StartCoroutine(Blink());
        SetColliderActive(false);

        var p = transform.localPosition;

        GlobalEffects.Riplle(p.x / 2 + 0.5f, p.z / 2 + 0.5f);
    }
Esempio n. 2
0
    void OnRevival()
    {
        foreach (var part in parts)
        {
            var effect = Instantiate(revivalEffectPrefab) as GameObject;
            effect.transform.position = part.transform.position;
            effect.transform.SetParent(transform);
        }
        //StopCoroutine(blinkCroutine_);
        SetAlpha(1);
        SetColliderActive(true);

        var p = transform.localPosition;

        GlobalEffects.Riplle(p.x / 2 + 0.5f, p.z / 2 + 0.5f);
    }
Esempio n. 3
0
    void Ripple()
    {
        var p = transform.localPosition;

        GlobalEffects.Riplle(p.x / 2 + 0.5f, p.z / 2 + 0.5f);
    }
Esempio n. 4
0
 void Awake()
 {
     instance = this;
     cam      = Camera.main;
 }
Esempio n. 5
0
 void Awake()
 {
     Instance = this;
 }