private void Update() { if (mLife >= 0 && isAlive) { mLife -= Time.deltaTime; if (mLife <= 0) { isAlive = false; EffectsManager.UnSpawnEffect(this); } } }
public virtual void Deactive() { if (isAlive) { if (!m_JustActiveParticles) { if (gameObject != null && gameObject.activeSelf) { gameObject.SetActive(false); } } else if (mSelfPartcle != null) { mSelfPartcle.Stop(m_ActiveChildParticle); } isAlive = false; EffectsManager.UnSpawnEffect(this); } }