Пример #1
0
    bool CanCreateFx(FxType hisType)
    {
        bool canCreateFx = false;

        foreach (FxGameObject fxGameObject in FXGameObjectList)
        {
            // Check if tag name exist
            if (fxGameObject.fxType == hisType)
            {
                canCreateFx = true;

                // Check if gameobject exist
                if (fxGameObject.fxGameObject == null)
                {
                    Debug.LogWarning("Can't find FX object !");
                    return(false);
                }
                else
                {
                    FxGameObjectStocked = fxGameObject;
                }
            }
        }
        return(canCreateFx);
    }
Пример #2
0
    public GameObject SendFx(FxType myTypeFx, Vector3 position)
    {
        FxGameObject fxGameObject = GetFxGameObject(myTypeFx);

        if (fxGameObject != null)
        {
            GameObject newFx = Instantiate(fxGameObject.fxGameObject);
            newFx.transform.position = position + fxGameObject.offset;

            return(newFx);
        }
        return(null);
    }
Пример #3
0
    public void CreateFx(FxType myTypeFx, Vector3 position)
    {
        FxGameObject fxGameObject = GetFxGameObject(myTypeFx);

        if (fxGameObject != null)
        {
            if (fxGameObject.fxGameObject == null)
            {
                return;
            }

            GameObject newFx = Instantiate(fxGameObject.fxGameObject);
            newFx.transform.position = position + fxGameObject.offset;
        }
    }
Пример #4
0
    FxGameObject GetFxGameObject(FxType type)
    {
        FxGameObject fxGameObject = null;

        for (int i = 0; i < FXGameObjectList.Length; i++)
        {
            if (FXGameObjectList[i].fxType == type)
            {
                fxGameObject = FXGameObjectList[i];
                return(fxGameObject);
            }
        }

        return(fxGameObject);
    }
Пример #5
0
    public void CreateFxThrow(FxType myTypeFx, Vector3 position, Quaternion roration)
    {
        FxGameObject fxGameObject = GetFxGameObject(myTypeFx);

        if (fxGameObject != null)
        {
            GameObject newFx = Instantiate(fxGameObject.fxGameObject);
            newFx.transform.position = position + fxGameObject.offset;

            if (myTypeFx == FxType.discThrow)
            {
                // Change the rotation
                newFx.transform.position = position + fxGameObject.offset;
                var modifiedRotation = roration.eulerAngles;
                modifiedRotation = new Vector3(modifiedRotation.x, modifiedRotation.y - 90, modifiedRotation.z);

                newFx.transform.rotation = Quaternion.Euler(modifiedRotation);
            }
        }
    }