Пример #1
0
        public static Lifetimer AddTimer(GameObject onThis, float timeInSeconds, bool callDespawn)
        {
            Lifetimer omg = onThis.AddComponent <Lifetimer>();

            omg.Lifetime    = timeInSeconds;
            omg.CallDespawn = callDespawn;

            return(omg);
        }
Пример #2
0
        void Awake()
        {
            if (_firstRun || Owner.IsDead)
            {
                return;
            }
            _despawning = false;
            // IgnoreCollision() kindly resets itself after being deactivated+reactivated... Safe for pooling. =]
            foreach (Collider2D c in _myColliders)
            {
                if (c != null)
                {
                    Physics2D.IgnoreCollision(c, Owner.GetComponent <Collider2D>());
                }
            }

            Lifetimer.AddTimer(gameObject, Stats.Lifetime, true);
            Fire(_go.transform.position);
        }
Пример #3
0
        /// <summary>
        /// Timed period of downage (mostly dead). Could be revived. DeSpawn after timer ends - then totally dead.
        /// </summary>
        private IEnumerator CrippleAndDie()
        {
            // Drop to a crippled state and wait.
            if (Stats.CrippledTime > 0)
            {
                yield return(new WaitForSeconds(Stats.CrippledTime));
            }
            if (Stats.DeathFx)
            {
                StaticUtil.Spawn(Stats.DeathFx, transform.position, transform.rotation);
            }
            for (int i = 0; i < transform.childCount; i++)
            {
                transform.GetChild(i).gameObject.SetActive(false);
            }
            // Detatch the corpse model and give it an expiration timer.
            Stats.DeadBodyObj.SetActive(true);
            Lifetimer c = Stats.DeadBodyObj.AddComponent <Lifetimer>();

            c.Lifetime = Stats.CorpseTime;

            DeSpawn();
        }