// Update is called once per frame void Update () { Vector3 pos = transform .position; if (MaxTime > time) pos += Vector3 .up * 6.0f * Time .deltaTime; else { if(!IsEmit) { GameObject obj = Instantiate( explosion .gameObject , transform .position , transform .rotation ) as GameObject; EmitExplosion = obj .GetComponent<FireWorkExplosion>(); particle .enableEmission = false; IsEmit = true; } } time += Time .deltaTime; transform .position = pos; }
// Update is called once per frame void Update() { Vector3 pos = transform.position; if (MaxTime > time) { pos += Vector3.up * 6.0f * Time.deltaTime; } else { if (!IsEmit) { GameObject obj = Instantiate(explosion.gameObject, transform.position, transform.rotation) as GameObject; EmitExplosion = obj.GetComponent <FireWorkExplosion>(); particle.enableEmission = false; IsEmit = true; } } time += Time.deltaTime; transform.position = pos; }