private void OnDeath(GameEventArgs arguments) { PlayerEventArgument playerArguments = (PlayerEventArgument)arguments; PlayRandomAnnouncerClip(gameSound.deathAnnouncings); PlayRandomSoundAtPoint(playerArguments.position, gameSound.death); }
private void OnLand(GameEventArgs arguments) { PlayerEventArgument playerArguments = (PlayerEventArgument)arguments; if (playerArguments.gameObject != gameObject) { return; } ParticleSystem ps = landParticles.GetComponent <ParticleSystem>(); landParticles.SetActive(true); IEnumerator coroutine = DisableParticlesystemOnEndPlay(landParticles); StartCoroutine(coroutine); }
private void OnCooldownDash(GameEventArgs arguments) { PlayerEventArgument playerArguments = (PlayerEventArgument)arguments; if (playerArguments.gameObject != gameObject) { return; } ParticleSystem ps = cooldownDashParticles.transform.GetChild(0).GetComponent <ParticleSystem>(); cooldownDashParticles.SetActive(true); IEnumerator coroutine = DisableParticlesystemOnEndPlay(cooldownDashParticles); StartCoroutine(coroutine); }
private void OnPlayerHit(GameEventArgs arguments) { PlayerEventArgument playerArguments = (PlayerEventArgument)arguments; if (playerArguments.gameObject != gameObject) { return; } ParticleSystem ps = playerHitParticles.GetComponent <ParticleSystem>(); playerHitParticles.SetActive(true); playerHitParticles.transform.position = playerArguments.position; IEnumerator coroutine = DisableParticlesystemOnEndPlay(playerHitParticles); StartCoroutine(coroutine); }
private void OnCooldownPush(GameEventArgs arguments) { PlayerEventArgument playerArguments = (PlayerEventArgument)arguments; PlayRandomSoundAtPoint(playerArguments.position, gameSound.pushCooldown); }
private void OnLand(GameEventArgs arguments) { PlayerEventArgument playerArguments = (PlayerEventArgument)arguments; PlayRandomSoundAtPoint(playerArguments.position, gameSound.land); }