/// <summary> /// Instantiate and attach the sprite overlays if they don't exist /// </summary> private void AddOverlayGameObjects() { if (engulfedBurningOverlay == null) { engulfedBurningOverlay = Instantiate(engulfedBurningPrefab, OverlaySprites.transform).GetComponent <PlayerDirectionalOverlay>(); engulfedBurningOverlay.enabled = true; engulfedBurningOverlay.StopOverlay(); } if (partialBurningOverlay == null) { partialBurningOverlay = Instantiate(partialBurningPrefab, OverlaySprites.transform).GetComponent <PlayerDirectionalOverlay>(); partialBurningOverlay.enabled = true; partialBurningOverlay.StopOverlay(); } if (electrocutedOverlay == null) { electrocutedOverlay = Instantiate(electrocutedPrefab, OverlaySprites.transform).GetComponent <PlayerDirectionalOverlay>(); electrocutedOverlay.enabled = true; electrocutedOverlay.StopOverlay(); } }
/// <summary> /// Instantiate and attach the sprite overlays if they don't exist /// </summary> private void AddOverlayGameObjects() { if (burningOverlay == null) { burningOverlay = Instantiate(burningPrefab, transform).GetComponent <PlayerDirectionalOverlay>(); burningOverlay.enabled = true; burningOverlay.StopOverlay(); } if (electrocutedOverlay == null) { electrocutedOverlay = Instantiate(electrocutedPrefab, transform).GetComponent <PlayerDirectionalOverlay>(); electrocutedOverlay.enabled = true; electrocutedOverlay.StopOverlay(); } }
/// <summary> /// Instantiate and attach the sprite overlays if they don't exist /// </summary> private void AddOverlayGameObjects() { if (engulfedBurningOverlay == null) { engulfedBurningOverlay = Instantiate(ENGULFED_BURNING_OVERLAY_PREFAB, transform).GetComponent <PlayerDirectionalOverlay>(); engulfedBurningOverlay.enabled = true; engulfedBurningOverlay.StopOverlay(); } if (partialBurningOverlay == null) { partialBurningOverlay = Instantiate(PARTIAL_BURNING_OVERLAY_PREFAB, transform).GetComponent <PlayerDirectionalOverlay>(); partialBurningOverlay.enabled = true; partialBurningOverlay.StopOverlay(); } if (electrocutedOverlay == null) { electrocutedOverlay = Instantiate(ELECTROCUTED_OVERLAY_PREFAB, transform).GetComponent <PlayerDirectionalOverlay>(); electrocutedOverlay.enabled = true; electrocutedOverlay.StopOverlay(); } }