예제 #1
0
    private void Start()
    {
        mediator = FindObjectOfType <PlayerController>().Mediator;

        particles = FindObjectOfType <particleAttractorLinear>();
        particles.gameObject.SetActive(false);
        praticles.SetActive(false);

        collectebleParasites = new List <GameObject>();
    }
예제 #2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="delay"></param>
        /// <param name="particleAttractor"></param>
        /// <returns></returns>
        private IEnumerator WaitDelay(float delay, particleAttractorLinear particleAttractor)
        {
            yield return(new WaitForSeconds(delay));

            var pscollision = _particleSystem.collision;

            pscollision.enabled       = true;
            particleAttractor.enabled = true;

            yield return(new WaitUntil(() => _particleSystem.particleCount == 0));

            Destroy(gameObject);
        }
예제 #3
0
    private float healFXTime = -1f;    //Time before heal after pressed: -1f BECAUSE EFFECT TIME IS INACCURATE - THIS IS TO SYNC THE FX WITH HEALTH INCREASE

    private void Awake()
    {
        statComponent = GetComponent <AgentStats>();
        if (zapSource != null)
        {
            zapTargeter  = zapSource.GetComponentInChildren <particleAttractorLinear>();
            zapParticles = zapSource.GetComponent <ParticleSystem>();
        }

        if (healPrefab != null)
        {
            additionalHealCooldown += healPrefab.GetComponent <ParticleSystem>().main.duration;
            healFXTime             += healPrefab.GetComponent <ParticleSystem>().main.duration;
        }
    }
 // Use this for initialization
 void Start()
 {
     m_inwardAttractor = m_inwardChargeParticles.GetComponent <particleAttractorLinear> ();
 }