Пример #1
0
        public void OnSpawned()
        {
            slots.physicsObject.isEnabled = true;

            willDespawnOnSceneExit = true;
            isFiring         = false;
            isDead           = false;
            isBeingReflected = false;
            spawningActor    = null;
            spawningAttack   = null;

            framesMovedInCurrentHorizontalDirection = 0;
            framesMovedInCurrentVerticalDirection   = 0;

            remainingFramesBeforeDespawn = framesBeforeDespawn;

            remainingHorizontalFlips = horizontalFlipsAllowed;
            remainingVerticalFlips   = verticalFlipsAllowed;

            ResetToOriginalValues();

            GetComponent <Collider2D>().enabled = true;

            direction.horizontal = Direction.Horizontal.Neutral;
            direction.vertical   = Direction.Vertical.Neutral;

            StopAllCoroutines();
            StartCoroutine("SpawnCoroutine");

            ParentHelper.Parent(gameObject, ParentHelper.ParentObject.Projectiles);
        }
Пример #2
0
        protected void SpawnLandingParticle()
        {
            GameObject particle = landingParticlePool.Spawn();

            ParentHelper.Parent(particle, ParentHelper.ParentObject.Particles);
            particle.transform.position = new Vector3(landingParticlePool.transform.position.x + particleOffset.x, landingParticlePool.transform.position.y + particleOffset.y, 0.0f);
            particle.GetComponent <RexParticle>().Play();
        }
Пример #3
0
    protected void CreateBar()
    {
        if (barPrefab != null)
        {
            GameObject newObject = Instantiate(barPrefab).gameObject;
            newObject.name = newObject.name.Split('(')[0];
            DontDestroyOnLoad(newObject);
            ParentHelper.Parent(newObject, ParentHelper.ParentObject.UI);
            bar = newObject.GetComponent <EnergyBar>();

            bar.SetMaxValue(max, false);
            bar.SetValue(current, false);
        }
    }