コード例 #1
0
    IEnumerator PlaySystemThenStopAfterTime(float playTime, List <ParticleSystem> ps1)
    {
        ParticleSystemPlayer.PlayChildParticleSystems(ps1);
        yield return(new WaitForSeconds(playTime));

        ParticleSystemPlayer.StopChildParticleSystems(ps1);
    }
コード例 #2
0
 void TracksStoppedDropping()
 {
     //this is to give some buffer space between track dropping -- the soul can't be used for anything else.
     droppingTrack = false;
     ParticleSystemPlayer.StopChildParticleSystems(trackDropParticles);
     pReference.playerSoulHandler.Depowered();
 }
コード例 #3
0
    IEnumerator PlayLoopingStopThenPlayOneshot(float playTime, List <ParticleSystem> ps1, List <ParticleSystem> ps2)
    {
        ParticleSystemPlayer.PlayChildParticleSystems(ps1);
        yield return(new WaitForSeconds(playTime));

        ParticleSystemPlayer.StopChildParticleSystems(ps1);
        ParticleSystemPlayer.PlayChildParticleSystems(ps2);
    }
コード例 #4
0
 void PowerUpTrackDroper()
 {
     if (!droppingTrack && anchorSwitch != null)
     {
         ParticleSystemPlayer.PlayChildParticleSystems(trackDropParticles);
         StartCoroutine(DropSomeTrack());
     }
 }
コード例 #5
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    public void DimSwitches()
    {
        ParticleSystemPlayer.StopChildParticleSystems(tearBackground);

        foreach (Transform child in gameStateHandler.switchHolder.transform)
        {
            child.GetComponent <Switch>().DimSwitchParticles();
            //TODO: FAde this --->  child.GetComponent<SpriteRenderer>();
        }
    }
コード例 #6
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    void InstantiateOffspring()
    {
        ParticleSystemPlayer.PlayChildParticleSystems(reproductionParticleEffectList);
        Vector2   birthPosition = new Vector2(gameObject.transform.position.x, gameObject.transform.position.y - 5.0f);
        BlueDwarf dataProvider  = (BlueDwarf)ourGoapAgent.DataProvider;

        enemySpawner.SpawnIndependent(dataProvider, birthPosition);
        //Instantiate(reproductionParticleEffect, new Vector2(gameObject.transform.position.x, gameObject.transform.position.y - 5.0f), Quaternion.identity);
        //BlueDwarf newBlueDwarf = dataProvider.GetPooledInstance<BlueDwarf>();
        //newBlueDwarf.transform.position = new Vector2(gameObject.transform.position.x, gameObject.transform.position.y - 5.0f);
    }
コード例 #7
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    // Use this for initialization

//Today this is a test of how it looks.
    void StartShootingLaser()
    {
        shootingLaser           = true;
        ourLineRenderer.enabled = true;
        ParticleSystemPlayer.PlayChildParticleSystems(LaserStartParticles);
        ParticleSystemPlayer.PlayChildParticleSystems(laserEndParticles);
        ourLineRenderer.SetPosition(0, player.transform.position);
        ourLineRenderer.SetPosition(1, new Vector2(player.transform.position.x + 10.0f, player.transform.position.y));
        ourLineRenderer.startWidth = 0.0f;
        ourLineRenderer.endWidth   = 0.0f;
        minWidth = 7.5f;
        maxWidth = 8.0f;
        duration = 5.0f;
        start    = transform.Find("LaserStart").gameObject;
        end      = transform.Find("LaserEnd").gameObject;

        StartCoroutine(FlickerLaser());
    }
コード例 #8
0
 void StopSystem(List <ParticleSystem> ps1)
 {
     playingPlayerAura = false;
     ParticleSystemPlayer.StopChildParticleSystems(ps1);
 }
コード例 #9
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 void PlaySystem(float playTime, List <ParticleSystem> ps1)
 {
     playingPlayerAura = true;
     ParticleSystemPlayer.PlayChildParticleSystems(ps1);
 }
コード例 #10
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 void PlayFinalExplosionParticles()
 {
     ParticleSystemPlayer.StopChildParticleSystems(starTooBigParticles);
     ParticleSystemPlayer.PlayChildParticleSystems(UltraNovaParticles);
     ParticleSystemPlayer.PlayChildParticleSystems(UltraNovaTwoParticles);
 }
コード例 #11
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 void PlayTooLargeSystem()
 {
     ParticleSystemPlayer.StopChildParticleSystems(standardStarParticles);
     ParticleSystemPlayer.PlayChildParticleSystems(starTooBigParticles);
 }
コード例 #12
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 void PlayMaxIlluminationParticleSystem()
 {
     ParticleSystemPlayer.PlayChildParticleSystems(maxIlluminationParticles);
 }
コード例 #13
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	// Use this for initialization
	void Start () {
		gunShotFX = this.GetComponentInChildren<ParticleSystemPlayer>();
	}