示例#1
0
    // Update is called once per frame
    void Update()
    {
        if (air > 0)
        {
            air -= Time.deltaTime * airBurnRate;
        }
        else
        {
            Destroy(gameObject);

            var percent = 0;

            var t = transform;

            for (int i = 0; i < totalBubbles; i++)
            {
                t.TransformPoint(0, -100, 0);
                FadeOverTime clone = Instantiate(bubbles, t.position, Quaternion.identity) as FadeOverTime;
                //generate if go left or right
                clone.GetComponent <Rigidbody2D> ().AddForce(Vector3.right * Random.Range(-50, 50));
                //how high it goes
                clone.GetComponent <Rigidbody2D> ().AddForce(Vector3.up * Random.Range(100, 400));
            }
        }
    }
示例#2
0
    /// <summary>
    /// need to transition to hurt animation
    /// Wont reset?
    /// </summary>
    void OnHurt()
    {
        var t = transform;

        for (int i = 0; i < totalBubbles; i++)
        {
            t.TransformPoint(0, -100, 0);
            FadeOverTime clone = Instantiate(bubbles, t.position, Quaternion.identity) as FadeOverTime;
            //generate if go left or right
            clone.GetComponent <Rigidbody2D> ().AddForce(Vector3.right * Random.Range(-50, 50));
            //how high it goes
            clone.GetComponent <Rigidbody2D> ().AddForce(Vector3.up * Random.Range(100, 400));
        }
    }