/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Particles() { //-------------- amountDamage += currentDamage; if (amountDamage >= 1.8f) { if (visible == true) { Class_Forest.ParticlesDestroyed(thisTransform); } Class_Mineral.RandomMinerals(thisTransform); TreesPool.TakeTree(gameObject); } //-------------- }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// IEnumerator SplitСube() { //-------------- amountDamage += currentDamage; if (amountDamage >= 10.0f + (faultSize * 0.5f) && brokenStage0 == false) { brokenStage0 = true; StartCoroutine(Class_ChunkCube.CheckChildCount(thisTransform, gameObject)); if (thisScaleX > faultSize * faultSizeOptimize) { Class_ChunkCube.CubeOutOfPool(thisTransform, numberCubeOutOfPool, cubeOutOfPoolScale, uvOffset); thisRenderer.enabled = false; thisBoxCollider.enabled = false; } else { outPool = false; if (visible == true) { Class_ChunkCube.ParticlesOutOfPool(thisTransform, ExplosionParticlesPool.GiveExplosionParticle(0), Random.Range(0.75f, 1.25f)); Class_ChunkCube.ParticlesOutOfPool(thisTransform, ExplosionParticlesPool.GiveExplosionParticle(1), Random.Range(0.75f, 1.25f)); for (int i = 0; i < numberDebris; i++) { Class_ChunkCube.DebrisOutOfPool(thisTransform, thisRenderer, DebrisesPool.GiveDebris(Random.Range(0, 2)), numberDebris, Random.Range(0.4f, 0.9f), uvOffset); } } Class_Mineral.RandomMinerals(thisTransform); yield return(delay0); ChunkCubesPool.TakeCube(gameObject); } } //-------------- }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Particles() { //-------------- amountDamage += currentDamage; if (amountDamage >= 2 && brokenStage0 == false) { brokenStage0 = true; if (visible == true) { Class_ChunkCube.ParticlesOutOfPool(thisTransform, ExplosionParticlesPool.GiveExplosionParticle(2), Random.Range(0.75f, 1.25f)); Class_ChunkCube.ParticlesOutOfPool(thisTransform, ExplosionParticlesPool.GiveExplosionParticle(3), Random.Range(0.75f, 1.25f)); } Class_Mineral.RandomMinerals(thisTransform); DebrisesPool.TakeDebris(gameObject); } //-------------- }