IEnumerator PlaySystemThenStopAfterTime(float playTime, List <ParticleSystem> ps1)
    {
        ParticleSystemPlayer.PlayChildParticleSystems(ps1);
        yield return(new WaitForSeconds(playTime));

        ParticleSystemPlayer.StopChildParticleSystems(ps1);
    }
예제 #2
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 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();
 }
    IEnumerator PlayLoopingStopThenPlayOneshot(float playTime, List <ParticleSystem> ps1, List <ParticleSystem> ps2)
    {
        ParticleSystemPlayer.PlayChildParticleSystems(ps1);
        yield return(new WaitForSeconds(playTime));

        ParticleSystemPlayer.StopChildParticleSystems(ps1);
        ParticleSystemPlayer.PlayChildParticleSystems(ps2);
    }
예제 #4
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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>();
        }
    }
 void StopSystem(List <ParticleSystem> ps1)
 {
     playingPlayerAura = false;
     ParticleSystemPlayer.StopChildParticleSystems(ps1);
 }
 void PlayFinalExplosionParticles()
 {
     ParticleSystemPlayer.StopChildParticleSystems(starTooBigParticles);
     ParticleSystemPlayer.PlayChildParticleSystems(UltraNovaParticles);
     ParticleSystemPlayer.PlayChildParticleSystems(UltraNovaTwoParticles);
 }
 void PlayTooLargeSystem()
 {
     ParticleSystemPlayer.StopChildParticleSystems(standardStarParticles);
     ParticleSystemPlayer.PlayChildParticleSystems(starTooBigParticles);
 }