public override Coroutine PlayAnimation(Vector3 origin, Vector3 target) { SoundManager soundManager = GameObject.FindObjectOfType(typeof(SoundManager)) as SoundManager; soundManager.PlayHeal(); GameObject heal = GameObject.Instantiate(Resources.Load("CureWounds"), target, Quaternion.identity) as GameObject; HealFX fx = heal.GetComponent <HealFX> (); return(fx.StartFX()); }
protected override void OnAwake() { if (_healPrefab == null) { _healPrefab = Resources.Load <GameObject>(PREFAB_PATH); } _healFX = Instantiate(_healPrefab, transform.position, _healPrefab.transform.rotation, BehaviourSpawnsTransform) .GetComponent <HealFX>(); _healFX.transform.localPosition = Vector3.zero; enabled = false; }