IEnumerator PlaySystemThenStopAfterTime(float playTime, List <ParticleSystem> ps1) { ParticleSystemPlayer.PlayChildParticleSystems(ps1); yield return(new WaitForSeconds(playTime)); ParticleSystemPlayer.StopChildParticleSystems(ps1); }
IEnumerator PlayLoopingStopThenPlayOneshot(float playTime, List <ParticleSystem> ps1, List <ParticleSystem> ps2) { ParticleSystemPlayer.PlayChildParticleSystems(ps1); yield return(new WaitForSeconds(playTime)); ParticleSystemPlayer.StopChildParticleSystems(ps1); ParticleSystemPlayer.PlayChildParticleSystems(ps2); }
void PowerUpTrackDroper() { if (!droppingTrack && anchorSwitch != null) { ParticleSystemPlayer.PlayChildParticleSystems(trackDropParticles); StartCoroutine(DropSomeTrack()); } }
void InstantiateOffspring() { ParticleSystemPlayer.PlayChildParticleSystems(reproductionParticleEffectList); Vector2 birthPosition = new Vector2(gameObject.transform.position.x, gameObject.transform.position.y - 5.0f); BlueDwarf dataProvider = (BlueDwarf)ourGoapAgent.DataProvider; enemySpawner.SpawnIndependent(dataProvider, birthPosition); //Instantiate(reproductionParticleEffect, new Vector2(gameObject.transform.position.x, gameObject.transform.position.y - 5.0f), Quaternion.identity); //BlueDwarf newBlueDwarf = dataProvider.GetPooledInstance<BlueDwarf>(); //newBlueDwarf.transform.position = new Vector2(gameObject.transform.position.x, gameObject.transform.position.y - 5.0f); }
// Use this for initialization //Today this is a test of how it looks. void StartShootingLaser() { shootingLaser = true; ourLineRenderer.enabled = true; ParticleSystemPlayer.PlayChildParticleSystems(LaserStartParticles); ParticleSystemPlayer.PlayChildParticleSystems(laserEndParticles); ourLineRenderer.SetPosition(0, player.transform.position); ourLineRenderer.SetPosition(1, new Vector2(player.transform.position.x + 10.0f, player.transform.position.y)); ourLineRenderer.startWidth = 0.0f; ourLineRenderer.endWidth = 0.0f; minWidth = 7.5f; maxWidth = 8.0f; duration = 5.0f; start = transform.Find("LaserStart").gameObject; end = transform.Find("LaserEnd").gameObject; StartCoroutine(FlickerLaser()); }
void PlaySystem(float playTime, List <ParticleSystem> ps1) { playingPlayerAura = true; ParticleSystemPlayer.PlayChildParticleSystems(ps1); }
void PlayFinalExplosionParticles() { ParticleSystemPlayer.StopChildParticleSystems(starTooBigParticles); ParticleSystemPlayer.PlayChildParticleSystems(UltraNovaParticles); ParticleSystemPlayer.PlayChildParticleSystems(UltraNovaTwoParticles); }
void PlayTooLargeSystem() { ParticleSystemPlayer.StopChildParticleSystems(standardStarParticles); ParticleSystemPlayer.PlayChildParticleSystems(starTooBigParticles); }
void PlayMaxIlluminationParticleSystem() { ParticleSystemPlayer.PlayChildParticleSystems(maxIlluminationParticles); }