public void Init(Vector2 position, float rotation, float FPS, Color colour, Sprite[] sprites, HitEffectLightMode lightMode) { index = 0; timer = 0; Colour = colour; this.FPS = FPS; Sprites = sprites; LightMode = lightMode; // 0, 9 or 10 // 0 is default (lit) // 9 is Light Source // 10 is Unlit switch (LightMode) { case HitEffectLightMode.LIGHT: gameObject.layer = 9; break; case HitEffectLightMode.UNLIT: gameObject.layer = 10; break; case HitEffectLightMode.LIT: gameObject.layer = 0; break; } transform.position = position; transform.rotation = Quaternion.identity; transform.Rotate(0, 0, rotation); }
public static void Spawn(Vector2 position, float rotation, float FPS, Color colour, Sprite[] sprites, HitEffectLightMode lightMode) { GameObject prefab = Spawnables.I.HitEffect; GameObject go = ObjectPool.Instantiate(prefab, PoolType.HIT_EFFECT); HitEffect effect = go.GetComponent <HitEffect>(); effect.Init(position, rotation, FPS, colour, sprites, lightMode); }