private void BoostFeedback(string boostedString) { GameObject boost = ObjectPooler.Instance.SpawnObject(_boostParticleTag, null, transform.position, transform.rotation); LeanTween.delayedCall(0.5f, () => { ObjectPooler.Instance.ReturnToPool(_boostParticleTag, boost); }); ParticleBase particles = boost.GetComponent <ParticleBase>(); switch (boostedString) { case "HP": particles.ChangeColor(_boostHPColor); break; case "Act": particles.ChangeColor(_boostActColor); break; case "Def": particles.ChangeColor(_boostDefColor); break; default: break; } particles.PlayComponents(); }
public void SpawnFeedback() { if (_spawnParticles) { _spawnParticles.PlayComponents(); } Creature.Died += ClearCreatureState; }
private void AttackAnimation() { LeanTween.move(gameObject, (_startingPosition + (2 * transform.forward)), 0.3f).setEaseInOutBack().setOnComplete( () => { LeanTween.move(gameObject, _startingPosition, 0.15f); }); if (_attackParticles != null) { _attackParticles.PlayComponents(); } }
// particles use a switch statement because it'd be less wasteful to have particles active on the player than instantiate prefabs void AbilityFeedback() { switch (EquippedAbility.abilityName) { case "Radar": _radarParticles.PlayComponents(); break; case "Cure": _cureParticles.transform.SetParent(CurrentTarget); _cureParticles.transform.position = CurrentTarget.position; _cureParticles.PlayComponents(); break; case "Fireball": _fireParticles.PlayComponents(); break; } }