IEnumerator PlayAnim(Glossary.fx fx, float wait = 0) { yield return(new WaitForSeconds(wait)); Vector3 instPos = transform.position; instPos.y += .6f; GameObject fxAnim = null; switch (fx) { case Glossary.fx.barrage: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxBarrage; break; case Glossary.fx.bloodExplosions: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxBloodExplosion; break; case Glossary.fx.bloodSplatter: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxBloodSplatter; break; case Glossary.fx.egExplosion: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxEGExplosion; break; case Glossary.fx.fireBaseLarge: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxFireBaseLarge; break; case Glossary.fx.fireBaseSmall: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxFireBaseSmall; break; case Glossary.fx.firePillar: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxFirePillar; break; case Glossary.fx.fireShield: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxFireShield; break; case Glossary.fx.healSmoke: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxHealSmoke; break; case Glossary.fx.hmExplosion: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxHMExplosion; break; case Glossary.fx.laser: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxLaser; break; case Glossary.fx.lpExplosion: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxLPExplosion; break; case Glossary.fx.smoke1: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxSmoke1; break; case Glossary.fx.smoke2: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxSmoke2; break; case Glossary.fx.smoke3: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxSmoke3; break; case Glossary.fx.snowSmoke: fxAnim = BoardProxy.instance.glossary.GetComponent <Glossary>().fxSnowSmoke; break; } GameObject fxEffect = Instantiate(fxAnim, instPos, Quaternion.identity); fxEffect.transform.parent = transform; yield return(new WaitForSeconds(1f)); Destroy(fxEffect); }
//public void CreateSmoke(){ // StartCoroutine(CreateSmokeAnim()); //} //IEnumerator CreateSmokeAnim(){ // Vector3 instPos = transform.position; // instPos.y += .8f; // GameObject smoke = Instantiate(BoardProxy.instance.glossary.GetComponent<Glossary>().fxSmoke1, instPos, Quaternion.identity); // yield return new WaitForSeconds(1f); // Destroy(smoke); //} //public void CreateSnow(){ // StartCoroutine(CreateSnowAnim()); //} //IEnumerator CreateSnowAnim(){ // Vector3 instPos = transform.position; // instPos.y += .8f; // GameObject smoke2 = Instantiate(BoardProxy.instance.glossary.GetComponent<Glossary>().fxSmoke2, instPos, Quaternion.identity); // yield return new WaitForSeconds(1f); // Destroy(smoke2); //} //public void CreateFire(){ // StartCoroutine(CreateFireAnim()); //} //IEnumerator CreateFireAnim(){ // Vector3 instPos = transform.position; // instPos.y += .8f; // GameObject fire = Instantiate(BoardProxy.instance.glossary.GetComponent<Glossary>().fxFirePillar, instPos, Quaternion.identity); // yield return new WaitForSeconds(1f); // Destroy(fire); //} //public void CreateHealSmoke(){ // StartCoroutine(CreateHealSmokeAnim()); //} //IEnumerator CreateHealSmokeAnim(){ // Vector3 instPos = transform.position; // instPos.y += .8f; // GameObject healSmk = Instantiate(BoardProxy.instance.glossary.GetComponent<Glossary>().fxHealSmoke, instPos, Quaternion.identity); // yield return new WaitForSeconds(1f); // Destroy(healSmk); //} public void CreateAnimation(Glossary.fx fx, float wait = 0) { StartCoroutine(PlayAnim(fx, wait)); }