void OnDead() { foreach (var part in parts) { var effect = Instantiate(deadEffectPrefab) as GameObject; effect.transform.position = part.transform.position; effect.transform.SetParent(transform); } //blinkCroutine_ = StartCoroutine(Blink()); SetColliderActive(false); var p = transform.localPosition; GlobalEffects.Riplle(p.x / 2 + 0.5f, p.z / 2 + 0.5f); }
void OnRevival() { foreach (var part in parts) { var effect = Instantiate(revivalEffectPrefab) as GameObject; effect.transform.position = part.transform.position; effect.transform.SetParent(transform); } //StopCoroutine(blinkCroutine_); SetAlpha(1); SetColliderActive(true); var p = transform.localPosition; GlobalEffects.Riplle(p.x / 2 + 0.5f, p.z / 2 + 0.5f); }
void Ripple() { var p = transform.localPosition; GlobalEffects.Riplle(p.x / 2 + 0.5f, p.z / 2 + 0.5f); }
void Awake() { instance = this; cam = Camera.main; }
void Awake() { Instance = this; }