private void CreateStorm(stormType _stormType) { float stormsToMake = totalPower / 10f; stormsToMake = (stormsToMake < 1)?1:stormsToMake; for (int i = 0; i < stormsToMake; ++i) { GameObject go = Instantiate(Resources.Load("SpellEvents/Storm"), this.transform.position, Quaternion.identity) as GameObject; go.transform.SetParent(this.transform); go.GetComponent <SpriteRenderer>().sortingOrder = i; } if (_stormType == stormType.Fire) { CreateFireStorm(); } else { CreateWaterStorm(); } }
private void CreateStorm(stormType _stormType) { float stormsToMake = totalPower/10f; stormsToMake = (stormsToMake<1)?1:stormsToMake; for(int i = 0; i < stormsToMake; ++i) { GameObject go = Instantiate(Resources.Load("SpellEvents/Storm"),this.transform.position,Quaternion.identity) as GameObject; go.transform.SetParent(this.transform); go.GetComponent<SpriteRenderer>().sortingOrder = i; } if(_stormType == stormType.Fire) CreateFireStorm(); else CreateWaterStorm(); }