public static void Insert(ImpactParticles noImpacto, Vector3 position, Quaternion qparticles) { GameObject impacto = Resources.Load <GameObject>("particles/" + noImpacto.ToString()); impacto = MonoBehaviour.Instantiate(impacto, position, qparticles); if (impacto) { MonoBehaviour.Destroy(impacto, 1.5f); } }
void ImpactoAoChao() { GameObject G = Resources.Load <GameObject>("particles/" + aoChao.ToString()); //GameController.g.El.retorna(aoChao); Vector3 pos = Vector3.zero; RaycastHit ray = new RaycastHit(); if (Physics.Raycast(transform.position, Vector3.down, out ray)) { pos = ray.point; } else if (Physics.Raycast(transform.position, Vector3.up, out ray)) { pos = ray.point; } G = Instantiate(G, pos, Quaternion.identity) as GameObject; if (destruir) { Destroy(G, 1.75f); } Invoke("ImpactoAoChao", repetir); }
protected void QuaternionDeImpacto() { switch (noImpacto) { case ImpactParticles.impactoComum: Qparticles = Quaternion.LookRotation(dono.transform.forward); break; default: //Debug.LogError("fazer get prefab de impacto"); GameObject impacto = Resources.Load <GameObject>("particles/" + noImpacto.ToString()); Qparticles = impacto.transform.rotation; break; } }
void OnTriggerEnter(Collider emQ) { if (emQ.tag == "Criature" || emQ.tag == "Player") { bool dano = true; bool deFogo = false; if (emQ.tag == "Criature") { PetTypeName[] Tipos = emQ.transform.GetComponent <PetManager>().MeuCriatureBase.PetFeat.meusTipos; for (int i = 0; i < Tipos.Length; i++) { if (Tipos[i] == tipoImune) { dano = false; deFogo = true; } } } else { dano = false; } if (!deFogo) { GameObject G = Resources.Load <GameObject>("particles/" + noImpacto.ToString());//GameController.g.El.retorna(noImpacto); G = (GameObject)Instantiate(G, emQ.transform.position, Quaternion.identity); Destroy(G, 0.75f); } if (dano) { DamageManager.VerificaDano(emQ.gameObject, emQ.gameObject, new PetAttackBase(new PetAttackFeatures())); //Dano.VerificaDano(emQ.gameObject, emQ.gameObject, new GolpeBase(new ContainerDeCaracteristicasDeGolpe())); } if (!deFogo) { Destroy(gameObject); } } }