public void AddPowerUpEffect(GameObject parent, AnimationType type, BubbleDeathType deathType) { if (!(DeathSequence is PowerUpBubbleDeathSequence)) { DeathSequence = new PowerUpBubbleDeathSequence(gameObject, DeathSequence.EffectDictionary); } AddBlockingEffect(parent, type, deathType); }
protected void Awake() { DeathSequence = new BubbleDeathSequence(gameObject); }