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