protected override void AdditionalCurrentStepSetup() { EffectStep step = steps[currentStep]; damage = (step.damage) ? tempDamage : 0; coll2D.enabled = (damage != 0); transform.Translate(new Vector3(0, 0, 0.001f)); hitEnemies.Clear(); }
void SetupCurrentStep() { EffectStep step = steps[currentStep]; rend.sprite = step.sprite; transform.localScale = new Vector3(step.size.x, step.size.y, 1); deactivateTime = step.duration; currentTime = 0; AdditionalCurrentStepSetup(); }
public void StartEffect() { enabled = true; step = EffectStep.FadeIn; foreach (ParticleSystem par in particles) { par.Stop(); par.Play(); } text.color = startColor; currentTime = 0; colorFadeSpeed = 1.0f / colorFadeInTime; }