// 反射一个球 void OnFire() { SCSound.monkey_fashe(); GameBulletinBoard.FireBallManager.OnFire(newBallType, transform.right); fireBall.gameObject.SetActive(false); ScheduleOnce.CreateActive(this, 0.1f, RefreshNewBall); }
public void PlayEffectAtPoint(Vector3 p) { GameObject g = pool.GetObject(); p.z = g.transform.position.z; g.transform.position = p; g.SetActive(true); ScheduleOnce.CreateActive(this, 0.5f, () => { g.SetActive(false); pool.SetObject(g); }); }
void CheckGameFailurePoint() { int count = mSnakeSegment.Count; if (count == 0) { return; } Ball ptr = mSnakeSegment[count - 1]; if (ptr.Tail.IsArriveFailurePoint()) { SCSound.monkey_shibai(); mAttackSpeed = 20; mAttackState = -1; ScheduleOnce.CreateActive(this, 2, () => { mAttackSpeed = 2; mAttackState = 1; }); } }