public void StartRespawn() { // if still running if (particlesSpawn) { particlesSpawn.Clear(); particlesSpawn.Stop(); } // Disable and remove momentum //rb2d.velocity = Vector2.zero; //rb2d.angularVelocity = 0; //rb2d.MoveRotation(0); //rb2d.bodyType = RigidbodyType2D.Kinematic; savedDrag = rb2d.drag; rb2d.drag = dragOfRigidbody; collider2d.enabled = false; // Fade Out if (fadeSprite) { fadeSprite.StartFade(); } // Particles destroy if (particlesDestroy) { particlesDestroy.Play(); } // Invoke respawn with delay Invoke("Respawn", delayRespawn); }
IEnumerator ToggleBetween() { while (true) { fade.StartFade(); scaling.StartScaling(); yield return(new WaitForSeconds(delayBetweenToggle)); fade.ReverseFade(); scaling.ReverseScaling(); yield return(new WaitForSeconds(delayBetweenToggle)); } }
void Start() { fadeSprite.StartFade(); scaleGameObject.StartScaling(); }