protected IEnumerator AreaAppear(Vector2 position, Side side) { OnBegin(position, side); m_timer = m_cooldown; yield return(new WaitForSeconds(instantiateDelay)); AreaOfEffect aoe = Instantiate(m_prefabEffect, position, Quaternion.identity) as AreaOfEffect; aoe.Initialize(side); OnInstantiate(aoe); }
public void Infect(bool force = false) { if (force || !infected) { infectedSign = Instantiate(InfectedSignPrefab, transform); infected = true; blastGO.SetActive(true); aoeGO = Instantiate(AreaOfEffectPrefab, transform); aoeScript = aoeGO.GetComponent <AreaOfEffect>(); aoeScript.Initialize(infectRadius, infectDuration); if (soundManager) { soundManager.playInfection(); } if (_gameState != null) { _gameState.SendMessage("SetLastCharacterInfected", gameObject); } } }