public virtual void OnChestOpened() { AudioManager.Singleton.PlayChestSound(transform.position); m_ParticleSystem.Play(); for (int i = 0; i < coins.Length; i++) { CoinRigidbody2D coin = coins[i]; coin.gameObject.SetActive(true); float x = Random.Range(m_RandomForceXMinimum, m_RandomForceXMaximum); float y = Random.Range(m_RandomForceYMinimum, m_RandomForceYMaximum); Vector2 force = new Vector2(x, y); coin.Rigidbody2D.AddForce(force, ForceMode2D.Impulse); StartCoroutine(IgnoreAndEnableCollision(m_CurrentCharacter.Collider2D, coin.Collider2D)); } }
public virtual void OnChestOpened() { AudioManager.Singleton.PlayChestSound(transform.position); m_ParticleSystem.Play(); int coinsCount = Random.Range(m_MinimumCoins, m_MaximumCoins); for (int i = 0; i < coinsCount; i++) { CoinRigidbody2D coin = Instantiate <CoinRigidbody2D> (m_CoinRigidbody2D, m_SpawnPoint.position, Quaternion.identity, transform); float x = Random.Range(m_RandomForceXMinimum, m_RandomForceXMaximum); float y = Random.Range(m_RandomForceYMinimum, m_RandomForceYMaximum); Vector2 force = new Vector2(x, y); coin.Rigidbody2D.AddForce(force, ForceMode2D.Impulse); StartCoroutine(IgnoreAndEnableCollision(m_CurrentCharacter.Collider2D, coin.Collider2D)); } }