Esempio n. 1
0
    public void losse()
    {
        this.status           = fire_status.losse;
        go.transform.parent   = null;
        go.transform.rotation = rotation_after_losse;
        go.GetComponent <ParticleSystem> ().simulationSpace = ParticleSystemSimulationSpace.World;
        go.GetComponent <CapsuleCollider> ().enabled        = true;

        com.ts.add_hourglass(alive_time_after_losse, () => {
            if (status != fire_status.invaild)
            {
                destory();
            }
        });
    }
Esempio n. 2
0
 public void destory()
 {
     status = fire_status.invaild;
     Instantiate(boom, transform.position, transform.rotation);
     Destroy(gameObject);
 }