/// <summary> /// Closes the trap. /// </summary> public void Close() { if (currentState == State.Closed) { return; } if (fireEffect != null) { fireEffect.Stop(); } currentState = State.Closing; }
public void SetPulseProjectileStats(float newScaleRate, float newMaxScale, float newDamage) { scaleRate = newScaleRate; maxScale = newMaxScale; damage = newDamage; VFXOneOff vfx = ps.GetComponent <VFXOneOff>(); vfx.Stop(); ParticleSystem.MainModule main = ps.main; float newDuration = (maxScale / scaleRate) - main.startLifetime.constantMax; main.duration = newDuration; vfx.Play(); }