public void SetAudioSimulator(Vector3 position, float size) { if (Utils.IsNull(_audioSimulator)) { _audioSimulator = _poolManager.GetPoolable <SimulatedSoundEffect>(position, Quaternion.identity, size); } _audioSimulator.Transform.position = position; _audioSimulator.Transform.localScale = size * Vector2.one; }
protected virtual IEnumerator FadeAway() { _audioSimulator?.Sleep(); _audioSimulator = null; _timeManager.SetNormalTime(); Color col = _line.material.color; while (col.a > 0) { col = _line.material.color; col.a -= Time.deltaTime * _fadeSpeed; _line.material.color = col; yield return(null); } Active = false; Sleep(); }