private void Start() { mediator = FindObjectOfType <PlayerController>().Mediator; particles = FindObjectOfType <particleAttractorLinear>(); particles.gameObject.SetActive(false); praticles.SetActive(false); collectebleParasites = new List <GameObject>(); }
/// <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); }
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> (); }