void GenerateParticle( ) { Vector2 position = Random.insideUnitCircle * _radius + ( Vector2 )_transform.position; // Rigidbody2D rigidbody2D = Instantiate(_particlePrefab, position, _transform.rotation, _container).GetComponent<Rigidbody2D>( ); GameObject newParticle = ParticlesPooling.Instance.GetParticle( ); if (newParticle != null) { newParticle.transform.position = position; newParticle.transform.rotation = _transform.rotation; newParticle.GetComponent <TrailRenderer>( ).Clear(); newParticle.SetActive(true); Rigidbody2D rigidbody2D = newParticle.GetComponent <Rigidbody2D>( ); rigidbody2D.velocity = _transform.right * _speed; rigidbody2D.drag = _drag; ColorManager colorManager = rigidbody2D.GetComponent <ColorManager>( ); colorManager.ChangeParticleColor(_spawnColor); // Transform particle = Instantiate(_particlePrefab, _container); // particle.position = Random.insideUnitCircle * _radius + ( Vector2 ) _transform.position; // particle.rotation = _transform.rotation; } }
private void OnTriggerEnter2D(Collider2D collision) { ColorManager colorManager = collision.GetComponent <ColorManager>( ); colorManager.ChangeParticleColor(_newColor); }