/// <summary> /// 受到伤害 /// </summary> /// <param name="attack"></param> public void TakeDamage(int attack) { if (state == PlayerState.Death) { return; } float def = EquipmentUI.instance.def + pi.def + pi.def_plus; float temp = attack * ((200.0f - def) / 200.0f); if (temp < 1) { temp = 1; } float value = UnityEngine.Random.Range(0f, 1f); if (value < miss_rate) { AudioSource.PlayClipAtPoint(miss_clip, transform.position); HUDRoot.NewText("Miss", transform, Color.green, 8, 20f, -1f, 2.2f, bl_Guidance.Up); } else { HUDRoot.NewText("-" + attack, transform, Color.red, 8, 20f, -1f, 2.2f, bl_Guidance.Up); pi.hp_remain -= temp; StartCoroutine(ShowBodyRed()); if (pi.hp_remain <= 0) { state = PlayerState.Death; } } HeadStatusUI._instance.UpdateShow(); }
public void TakeDamage(int attack) { if (state == EnemyState.Death) { return; } target = GameObject.FindGameObjectWithTag(Tags.Player.ToString()).transform; state = EnemyState.Attack; float value = UnityEngine.Random.Range(0f, 1f); if (value < miss_rate) { if (state != EnemyState.Death) { AudioSource.PlayClipAtPoint(miss_clip, transform.position); HUDRoot.NewText("Miss", transform, Color.green, 8, 20f, -1f, 2.2f, bl_Guidance.Up); } } else { HUDRoot.NewText("-" + attack, transform, Color.red, 8, 20f, -1f, 2.2f, bl_Guidance.Up); this.hp -= attack; StartCoroutine(ShowBodyRed()); if (this.hp <= 0) { state = EnemyState.Death; spawn.MinusNumber(); pi.GetExp(exp); Bar_Npc._instance.OnKillWolf(); Destroy(this.gameObject, 2f); } } }
public void TakeDamage(int attack) { float value = Random.Range(0f, 1f); if (value < miss_Rate) { //显示Miss效果 if (value < miss_Rate) { AudioSource.PlayClipAtPoint(missSound, transform.position); HUDText.NewText("Miss", base.transform, Color.white, m_size, m_speed, m_yAcceleration, m_yAccelerationScaleFactor, m_movement); } } else { //命中受到伤害 //减血 Hp -= attack; //线程变红 StartCoroutine(ShowBodyRed()); HUDText.NewText("- " + attack.ToString(), base.transform, Color.red, 11, 20f, -1f, 1f, bl_Guidance.Down); //判断是否死亡 if (Hp <= 0) { state = WolfBabyState.Death; Destroy(this.gameObject, 2); } } }
//被打 public void BeHit(int value) { if (HP <= 0) //防止重复被打 { return; } HP -= value; //掉血 Debug.Log("HP = " + HP); //生成掉血UI string hitInfo = "- " + value; //是否暴击 if (Random.Range(0, 10) == 0) { hitInfo = "暴击 " + (value * 3); HUDRoot.NewText(hitInfo, base.transform, Color.red, 8, 20f, -1f, 2.2f, bl_Guidance.Up); } else { if (Random.Range(0, 2) == 0) { HUDRoot.NewText(hitInfo, base.transform, Color.yellow, 8, 20f, -1f, 2.2f, bl_Guidance.LeftDown); } else { HUDRoot.NewText(hitInfo, base.transform, Color.yellow, 8, 20f, -1f, 2.2f, bl_Guidance.RightDown); } } //Transform clone = Instantiate(AinPrefab).transform; //clone.SetParent(GameObject.Find("Canvas").transform); //clone.GetComponent<UIFollow>().SetTarget(transform.Find("UI")); //clone.Find("Text").GetComponent<Text>().text = "- " + value; //Destroy(clone.gameObject, 2f); //生成掉血特效 GameObject fxClone = Instantiate(hitFxPrefab); fxClone.transform.SetParent(transform); //Debug.Log(GetComponent<Collider>().bounds.center);是世界坐标系下的坐标 fxClone.transform.position = GetComponent <Collider>().bounds.center; Destroy(fxClone, 1f); if (HP <= 0) { state = EnemyState.Die; } }
/// <summary> /// 响应伤害 /// </summary> /// <param name="response"></param> private void OnDamage(OperationResponse response) { List <DamageModel> damages = JsonMapper.ToObject <List <DamageModel> >(response[0].ToString()); foreach (var item in damages) { //目标 int toId = item.toId; //获取控制器 BaseControl con = idControlDict[toId]; //受伤 con.Model.CurrHp -= item.damage; con.OnHpChange(); //实例化出来一个掉血数字 HUDText.NewText("- " + item.damage.ToString(), con.transform, Color.red, 24, 20f, -1f, 2.2f, bl_Guidance.Up); //受伤的是自身 if (con == GameData.myControl) { //更新视图的显示 view.UpdateView(con.Model as HeroModel); //如果死亡了 就会白屏幕(未作) } else //别人掉血 { } if (item.isDead == true) { //代表死亡 con.DeathResponse(); } } }
/// <summary> /// 受到伤害 /// </summary> /// <param name="damages"></param> private void onDamage(DamageModel[] damages) { foreach (var item in damages) { //目标ID int toId = item.toId; //获取控制器 BaseControl con = idControlDict[toId]; //受伤 con.Model.CurrHp -= item.damage; con.OnHpChanged(); //实例化出来一个掉血数字 HUDText.NewText("- " + item.damage, con.transform, Color.red, 16, 20f, -1f, 2.2f, bl_Guidance.LeftDown); //如果受伤的是自身 就要更新UI的显示 if (con == GameData.MyControl) { //更新视图的显示 view.UpdateView((HeroModel)con.Model); //如果死亡了 就灰白屏幕 if (item.isDead) { con.DeathResponse(); } } else //别人掉血 { //如果别人死亡了 if (item.isDead) { con.DeathResponse(); } } } }
//private Color Darken() { //} private static void WriteText(HUDTextInfo info) { if (HUDRoot == null) { HUDRoot = bl_UHTUtils.GetHUDText; } HUDRoot.NewText(info); }
protected void OnShowHUDText(object sender, GameEventArgs e) { SkillEffectEvent ne = (SkillEffectEvent)e; if (ne == null) { return; } Entity pCaster = GameEntry.Entity.GetGameEntity(ne.CasterID); if (pCaster == null) { return; } Entity pTarget = GameEntry.Entity.GetGameEntity(ne.TargetID); if (pTarget == null) { return; } if ((ne.EffectType & (int)eTriggerNotify.TriggerNotify_Damage) != 0) { Vector3 vOffset = pTarget.GetPos() - pCaster.GetPos(); vOffset.y = 0; Camera pCamera = GameEntry.CameraMgr.GetCurEngineCamera(); if (pCamera == null || pCamera.transform == null) { return; } Vector3 vRight = pCamera.transform.right; vRight.y = 0; float dot = Vector3.Dot(vOffset, vRight); bl_Guidance dir = dot <= 0 ? bl_Guidance.LeftDown : bl_Guidance.RightDown; HUDRoot.NewText(Utility.Text.Format("- {0:N1}", ne.EffectValue), pTarget.CachedTransform, Color.red, 8, 20f, -1f, 2.2f, dir); } else if ((ne.EffectType & (int)eTriggerNotify.TriggerNotify_Heal) != 0) { HUDRoot.NewText(Utility.Text.Format("+ {0:N1}", ne.EffectValue), pTarget.CachedTransform, Color.green, 8, 20f, 0, 0, bl_Guidance.Up); } }
private void OnMouseDown() { int i = Random.Range(0, Text.Length); if (this.friendly) { HUDRoot.NewText(Text[i], base.transform); } else if (this.enemy) { if (Random.Range(0, 2) == 1) { HUDRoot.NewText("- " + Random.Range(50, 100).ToString(), base.transform, Color.red, 8, 20f, -1f, 2.2f, bl_Guidance.RightDown); } else { HUDRoot.NewText("- " + Random.Range(50, 100).ToString(), base.transform, Color.red, 8, 20f, -1f, 2.2f, bl_Guidance.LeftDown); } } else if (this.player) { if (Random.Range(0, 2) == 1) { if (Random.Range(0, 2) == 1) { HUDRoot.NewText("+ " + Random.Range(50, 100).ToString(), base.transform, Color.green, 8, 20f, -1f, 2.2f, bl_Guidance.RightDown); } else { HUDRoot.NewText("+ " + Random.Range(50, 100).ToString(), base.transform, Color.green, 8, 20f, -1f, 2.2f, bl_Guidance.LeftDown); } } else if (Random.Range(0, 2) == 1) { HUDRoot.NewText("- " + Random.Range(50, 100).ToString(), base.transform, Color.red, 8, 20f, -1f, 2.2f, bl_Guidance.RightDown); } else { HUDRoot.NewText("- " + Random.Range(50, 100).ToString(), base.transform, Color.red, 8, 20f, -1f, 2.2f, bl_Guidance.LeftDown); } } else if (Other) { HUDRoot.NewText("- " + Random.Range(50, 100).ToString(), base.transform, Color.red, 8, 20f, -1f, 2.2f, bl_Guidance.Down); } else if (Other2) { HUDRoot.NewText("- " + Random.Range(50, 100).ToString(), base.transform, Color.green, 8, 20f, -1f, 2.2f, bl_Guidance.Up); } }
public void NewStatu(Transform targetTran, Statu statu) { string text = ""; switch (statu) { case Statu.Giddy: text = "眩晕"; break; case Statu.Rigidity: text = "硬直"; break; case Statu.Falled: text = "倒地"; break; } HUDTextInfo info = new HUDTextInfo(targetTran, text); info.Color = Color.white; info.Size = Random.Range(40, 50); info.Speed = Random.Range(10, 20); info.VerticalAceleration = 1; info.VerticalFactorScale = Random.Range(1.2f, 3); info.Side = bl_Guidance.Up; info.VerticalPositionOffset = 0; info.AnimationSpeed = 0.5f; info.ExtraDelayTime = 2; info.FadeSpeed = 400; //Send the information HUDRoot.NewText(info); }
protected override void Start() { HUDRoot = GameObject.Find("HUDText").GetComponent <bl_HUDText>(); HUDRoot.NewText("- " + Random.Range(50, 100).ToString(), base.transform, Color.red, 8, 20f, -1f, 2.2f, bl_Guidance.Static); HUDRoot.NewHealthyPoint(base.transform, 200, 8); HUDRoot.ChangeHPValue(HUDRoot.GetHealthyPoint(transform), 100, bl_HUDText.ValueType.damage); base.Start(); InitFsm(); }
public void NewHUDText(string sub, Color textColor, Transform transform) { HUDTextInfo info7 = new HUDTextInfo(transform, sub); info7.Color = textColor; info7.Size = 20; info7.Speed = Random.Range(0.2f, 1); info7.VerticalAceleration = Random.Range(-2, 2f); info7.VerticalPositionOffset = 0.2f; info7.VerticalFactorScale = Random.Range(1.2f, 10); info7.Side = (Random.Range(0, 2) == 1) ? bl_Guidance.LeftDown : bl_Guidance.RightDown; info7.ExtraDelayTime = -1; info7.AnimationType = bl_HUDText.TextAnimationType.PingPong; info7.FadeSpeed = 200; info7.ExtraFloatSpeed = -11; //Send the information HUDRoot.NewText(info7); }
void _OnThrowFoodFinish(EventArgs args) { // 没有动物出现就不处理 if (_animal == null) { return; } EventArgs_ThrowFinish finishArgs = args as EventArgs_ThrowFinish; if (finishArgs == null) { Debug.LogError("_OnThrowFoodFinish: args type is ERROR !!!"); return; } if (_IsHitAnimal(finishArgs.fPower)) { // 命中的话 // 判断食物是否符合动物口味 if (_animal.IsFoodSuitable(finishArgs.eType)) { // 加分 int score = _CalculateScore(finishArgs.eType, finishArgs.fPower); Score += score; string tip = "+" + score.ToString(); _hudText.NewText(tip, _animal.tipRoot, Color.green, 20, 20, 1, 2.2f, bl_Guidance.RightUp); } else { // 提示口味不符 string tip = "我不喜欢吃这个~~~"; _hudText.NewText(tip, _animal.tipRoot, Color.red, 20, 20, 1, 2.2f, bl_Guidance.Up); } } else { // 没有命中的话提示 string tip = "没有接到~~~"; _hudText.NewText(tip, _animal.tipRoot, Color.red, 20, 20, 1, 2.2f, bl_Guidance.Up); } }
void OnCollisionEnter(Collision c) { if (c.transform == null) { return; } if (m_HudText == null) { Debug.LogError("Please assign the HudText in inspector."); return; } m_HudText.NewText("Message to Show", c.transform); Destroy(gameObject); }
void OnDemaged(LTEvent evt) { if (evt.data != null) { Demage d = evt.data as Demage; if (d != null && hudRoot != null) { //hudRoot.HideDistance = 1 if (d.isEnemy) { if (d.isHeadShot) { if (Random.Range(0, 2) == 1) { hudRoot.NewText("- " + d.demageVal.ToString(), d.tran, headshotHUDColor, 12, 10f, -0.5f, 2.2f, bl_Guidance.RightDown); } else { hudRoot.NewText("- " + d.demageVal.ToString(), d.tran, headshotHUDColor, 12, 10f, -0.5f, 2.2f, bl_Guidance.LeftDown); } } else { if (Random.Range(0, 2) == 1) { hudRoot.NewText("- " + d.demageVal.ToString(), d.tran, normalHUDColor, 12, 10f, -0.5f, 2.2f, bl_Guidance.RightDown); } else { hudRoot.NewText("- " + d.demageVal.ToString(), d.tran, normalHUDColor, 12, 10f, -0.5f, 2.2f, bl_Guidance.LeftDown); } } } } } }
// Start is called before the first frame update void Start() { HUDRoot = bl_UHTUtils.GetHUDText; HUDTextInfo info2 = new HUDTextInfo(transform, "- " + Random.Range(50, 100)); info2.Color = Color.white; info2.Size = 20; info2.Speed = 0; info2.VerticalAceleration = -3; info2.VerticalFactorScale = 1; info2.VerticalFactorScale = Random.Range(1.2f, 3); info2.VerticalPositionOffset = 3; HUDRoot.NewText(info2); }
void TakeDamage(int damage) { if (this.hp <= 0) { return; } this.hp -= damage; if (OnPlayerHpChange != null) { OnPlayerHpChange(hp); } //1.播放受到攻击的动画 int random = Random.Range(0, 100); if (random < damage) { anim.SetTrigger("TakeDamage"); if (isSyncPlayerAnimation) { PlayerAnimationModel model = new PlayerAnimationModel() { takeDamage = true }; battleController.SyncPlayerAnimation(model); } } //2.显示血量的减少 hudText.NewText("- " + damage.ToString(), hpbarPoint.transform, Color.magenta, 30, 0.1f, -1f, 1f, bl_Guidance.LeftUp); //3.屏幕上血红特效的显示 //4.死亡 if (this.hp <= 0) { anim.SetTrigger("Die"); if (isSyncPlayerAnimation) { PlayerAnimationModel model = new PlayerAnimationModel() { die = true }; battleController.SyncPlayerAnimation(model); } hp = 0; GameController.Instance.OnPlayerDie(GetComponent <Player>().roleId); } }
/// <summary> /// 受到伤害 /// </summary> /// <param name="damages"></param> private void onDamage(DamageModel[] damages) { foreach (var item in damages) { //目标ID int toId = item.toId; //获取控制器 BaseControl con = idControlDict[toId]; //受伤 con.Model.CurrHp -= item.damage; con.OnHpChange(); //实例化出来一个掉血的数字 HUDText.NewText("- " + item.damage, con.transform, Color.red, 16, 20f, -1f, 2.2f, bl_Guidance.Up); //如果受伤的是自身 就要更新UI的显示 if (con == GameData.MyControl) { //更新视图显示 view.UpdateView((HeroModel)con.Model); //如果死亡了 就灰白屏幕 if (item.isDead) { //代表死亡,死亡都是一样的 con.DeathResponse(); //} //else if (toId <= -10 && toId >= -30) //{ // //建筑死了 //} //else if (toId <= -1000) //{ // //小兵死了 } } else //别人掉血 { //如果死亡了 就灰白屏幕 if (item.isDead) { con.DeathResponse(); } } } }
//受到攻击调用的方法、、 //0.收到多少伤害、、 //1.后退的距离 //2.浮空的高度 //3.出血特效 public void TakeDamage(string args) { if (hp <= 0) { Dead(); } else { string[] proArray = args.Split(','); int damage = int.Parse(proArray[0]); hp -= damage; hudText.NewText("- " + damage.ToString(), hpbarPoint.transform, Color.red, 30, 0.1f, -1f, 1f, bl_Guidance.LeftUp); hpBarSlider.value = (float)this.hp / hpTotal; anim.Play("takedamage"); //受至攻击的动画 float backDistance = float.Parse(proArray[1]); //后退距离 float jumpDistance = float.Parse(proArray[2]); //浮空高度 this.gameObject.transform.DOBlendableMoveBy(transform.InverseTransformDirection(TranscriptManager.Instance.player.transform.forward) * backDistance + Vector3.up * jumpDistance, 0.3f); GameObject.Instantiate(damageEffectPrefab, transBloodPoint.position, Quaternion.identity); } }
//技能协成 IEnumerator SkillMov(Skill data) { IsAttack = true; //0.切换状态 ani.SetBool("CanMove", false); agent.enabled = false; agent.enabled = true; // 通知 UISkill 开始冷却 GameController.Instance.UISkillStartCd(data.Id); //1.播放对应的技能动画 ani.SetTrigger(data.AniParam); //2.开启一个协程,配合攻击动画 yield return(new WaitForSeconds(0.5f)); //3.调用对应的PlayerSkill 开始技能执行 playerSkillDic[data.Id].StartSkill(); //3.1 添加 技能释放的文字提示 HUDRoot.NewText(data.Name, base.transform, Color.blue, 20, 20f, -1f, 2.2f, bl_Guidance.Up); //4.当前动画播放完毕后,再重置状态 yield return(new WaitForSeconds(0.4f)); //获取动画层 0 指Base Layer //AnimatorStateInfo stateinfo = ani.GetCurrentAnimatorStateInfo(0); //while (stateinfo.normalizedTime < 0.99f) //{ // Debug.Log(stateinfo.normalizedTime); // yield return null; //} //5. 重置 currentSkill = null; state = PlayerState.Idle;//释放技能完毕,将状态切换为静止 IsAttack = false; }
//受到攻击调用的方法、、 //0.收到多少伤害、、 //1.后退的距离 //2.浮空的高度 //3.出血特效 public void TakeDamage(string args) { if (hp < 0) { transform.Translate(-transform.up * downSpeed); return; } isAttacking = false; string[] proArray = args.Split(','); int damage = int.Parse(proArray[0]); hp -= damage; //更新Boss的血条 BossHpBar.Instance.UpdateShow(hp); hudText.NewText("- " + damage.ToString(), hpbarPoint.transform, Color.red, 30, 0.1f, -1f, 1f, bl_Guidance.LeftUp); //hpBarSlider.value = (float)this.hp / 200; if (Random.Range(0, 10) == 9) { anim.SetTrigger("takedamage"); //animation.Play("takedamage"); //受至攻击的动画 } float backDistance = float.Parse(proArray[1]); //后退距离 float jumpDistance = float.Parse(proArray[2]); //浮空高度 this.gameObject.transform.DOBlendableMoveBy( transform.InverseTransformDirection(TranscriptManager.Instance.player.transform.forward) * backDistance + Vector3.up * jumpDistance, 0.3f); //出血效果 GameObject.Instantiate(damageEffectPrefab, transBloodPoint.position, Quaternion.identity); //renderer.material.color = Color.red; if (hp <= 0) { Dead(); } }
// Use this for initialization // void Start () { // // } // // // Update is called once per frame // void Update () { // // } public void HPText() { HUDRoot.NewText("- " + Random.Range(50, 100).ToString(), base.transform, Color.red, 8, 20f, -1f, 2.2f, bl_Guidance.Up); }
public void FloatDamage(int damage, Transform trans) { HUDText.NewText("- " + damage, trans, Color.red, 28, 20f, -1f, 2.2f, bl_Guidance.Up); }
/// <summary> /// /// </summary> private void OnMouseDown() { switch (m_Type) { case ExampleType.Friend: HUDTextInfo info = new HUDTextInfo(transform, string.Format("+{0}", Random.Range(5, 20).ToString())); info.Size = Random.Range(10, 15); info.Color = Color.green; info.VerticalPositionOffset = 3; HUDRoot.NewText(info); break; case ExampleType.Enemy: //Build the information HUDTextInfo info2 = new HUDTextInfo(transform, "- " + Random.Range(50, 100)); info2.Color = Color.red; info2.Size = Random.Range(6, 15); info2.Speed = Random.Range(10, 20); info2.VerticalAceleration = -1; info2.VerticalFactorScale = Random.Range(1.2f, 3); info2.VerticalPositionOffset = 3; info2.Side = (Random.Range(0, 2) == 1) ? bl_Guidance.RightDown : bl_Guidance.LeftDown; //Send the information HUDRoot.NewText(info2); break; case ExampleType.Neutral: //Build the information string t = Text[Random.Range(0, Text.Length)]; HUDTextInfo info3 = new HUDTextInfo(transform, t); info3.Color = Color.white; info3.Size = Random.Range(10, 13); info3.Speed = Random.Range(10, 20); info3.VerticalAceleration = 1; info3.VerticalFactorScale = Random.Range(1.2f, 3); info3.Side = bl_Guidance.Up; info3.VerticalPositionOffset = 3; info3.AnimationSpeed = 0.5f; info3.ExtraDelayTime = 2; info3.FadeSpeed = 400; //Send the information HUDRoot.NewText(info3); break; case ExampleType.Info: //Build the information HUDTextInfo info4 = new HUDTextInfo(transform, InfoText[Random.Range(0, InfoText.Length)]); info4.Color = Color.white; info4.Size = Random.Range(5, 12); info4.Speed = Random.Range(10, 20); info4.VerticalAceleration = 1; info4.VerticalPositionOffset = 5; info4.VerticalFactorScale = Random.Range(1.2f, 3); info4.Side = bl_Guidance.Right; info4.TextPrefab = TextPrefab; info4.FadeSpeed = 500; info4.ExtraDelayTime = 5; info4.AnimationType = bl_HUDText.TextAnimationType.HorizontalSmall; //Send the information HUDRoot.NewText(info4); break; case ExampleType.NeutralText: //Build the information HUDTextInfo info5 = new HUDTextInfo(transform, string.Format("Text: {0}", Random.Range(2, 20).ToString())); info5.Color = Color.white; info5.Size = Random.Range(10, 15); info5.Speed = Random.Range(5, 14); info5.VerticalAceleration = 0.5f; info5.VerticalPositionOffset = 3.5f; info5.VerticalFactorScale = Random.Range(1.2f, 3); info5.Side = bl_Guidance.Up; info5.ExtraDelayTime = 0.5f; info5.AnimationType = bl_HUDText.TextAnimationType.HorizontalSmall; //Send the information HUDRoot.NewText(info5); break; case ExampleType.Points: //Build the information HUDTextInfo info6 = new HUDTextInfo(transform, string.Format("Points: {0}", Random.Range(2, 20).ToString())); info6.Color = Color.white; info6.Size = 4; info6.Speed = Random.Range(0.2f, 1); info6.VerticalAceleration = 0.2f; info6.VerticalPositionOffset = -4f; info6.VerticalFactorScale = Random.Range(1.2f, 20); info6.Side = bl_Guidance.Down; info6.ExtraDelayTime = 0.1f; info6.AnimationType = bl_HUDText.TextAnimationType.SmallToNormal; info6.FadeSpeed = 300; //Send the information HUDRoot.NewText(info6); break; case ExampleType.Random: //Build the information string sub = (Random.Range(0, 2) == 1) ? "-" : "+"; HUDTextInfo info7 = new HUDTextInfo(transform, string.Format("{1}{0}", Random.Range(2, 20).ToString(), sub)); info7.Color = (Random.Range(0, 2) == 1) ? Color.red : Color.green; info7.Size = Random.Range(1, 12); info7.Speed = Random.Range(0.2f, 1); info7.VerticalAceleration = Random.Range(-2, 2f); info7.VerticalPositionOffset = 2f; info7.VerticalFactorScale = Random.Range(1.2f, 10); info7.Side = (Random.Range(0, 2) == 1) ? bl_Guidance.LeftDown : bl_Guidance.RightDown; info7.ExtraDelayTime = -1; info7.AnimationType = bl_HUDText.TextAnimationType.PingPong; info7.FadeSpeed = 200; info7.ExtraFloatSpeed = -11; //Send the information HUDRoot.NewText(info7); break; default: Debug.Log("Unknow type"); break; } if (m_Particle != null) { GameObject g = (GameObject)Instantiate(m_Particle, (this.transform.position + Vector3.up), this.transform.rotation); Destroy(g, 1.5f); } }