private void BreakTileAt(int x, int y) { Tile tileToBreak = tileArray[x, y]; if (tileToBreak != null && tileToBreak.tileType == Tile.TileType.Breakable) { if (m_particleManager != null) { m_particleManager.BreakTileFXAt(tileToBreak.breakableValue, x, y); } tileToBreak.BreakTile(); } }
void BreakTileAt(int x, int y) { Tile tileToBreak = m_allTiles[x, y]; if (tileToBreak != null && tileToBreak.tileType == TileType.Breakable) { if (m_particleManager != null) { m_particleManager.BreakTileFXAt(tileToBreak.breakableValue, x, y, 0); } tileToBreak.BreakTile(); } }
void BreakTileAt(int x, int y) { Tile tileToBreak = m_allTiles[x, y]; if (tileToBreak != null && tileToBreak.tileType == TileType.Breakable) { // Run before to make sure we show the right FX before breakableValue changes if (m_particleManager != null) { m_particleManager.BreakTileFXAt(tileToBreak.breakableValue, x, y); } tileToBreak.BreakTile(); } }