public static void ExplodeChunks(Vector3 position, Color color) { var effect = FxFactory.GetEffect <ExplodeChunks>(); effect.Play(position, color); }
public static void RadarSweep(Transform origin, float size, float height = 0) { var originEffect = FxFactory.GetEffect <RadarSweep>(); originEffect.Play(origin, size, height); }
public static void BeamEffect(Vector3 startPos, Vector3 endPos, Color color) { var effect = FxFactory.GetEffect <BeamEffect>(); effect.Play(startPos, endPos, color); }
public static void ChargeEnergy(Transform tran, Vector3 offset, Color color, float duration) { var effect = FxFactory.GetEffect <ChargeEnergy>(); effect.Play(tran, offset, color, duration); }
public static void TextFloatCanvas(Canvas canvas, Vector3 position, string msg, Color color = default(Color)) { var effect = FxFactory.GetEffect <TextFloatCanvas>(); effect.Play(canvas, position, msg, color); }
public static void TextFloat(Vector3 position, string msg, Color color = default(Color)) { var effect = FxFactory.GetEffect <TextFloat>(); effect.Play(position, msg, color); }
public static void EnergyTransfer(Vector3 origin, Vector3 destination, float amount) { var effect = FxFactory.GetEffect <EnergyTransfer>(); effect.Play(origin, destination, amount); }
public static void RadarHit(Vector3 position, float height = 0) { var hitEffect = FxFactory.GetEffect <RadarHit>(); hitEffect.Play(position, height); }
protected void Retire() { FxFactory.Return(this); }