public void Flip() { // flip the player from the top to the bottom or vice versa sfx.PlayEffect(); flipping = true; oldGravityScale = rb.gravityScale; rb.gravityScale = 0; transform.SetParent(rodTransform); }
private void DyingEnter() { // @TODO: Remove hard-coded value. m_DeathSystem.CollectDeath(); m_DeathSystem.PlayDeathAnimation(this.transform.position); m_ScoreSystem.Collect(100); m_ClientSpawnSystem.DespawnClient(this.gameObject); SoundEffectController.PlayEffect(EffectType.ClientDies); }
public void SpawnClient(int startingAge) { ClientCount++; GameObject ClientPrefab = GetRandomClientPrefab(); var clientGameObject = Instantiate(ClientPrefab, SpawnLocation.position, SpawnLocation.rotation, ClientParent); var clientData = clientGameObject.GetComponent <ClientData>(); clientData.Age = startingAge; m_SpawnedClients.Add(clientGameObject); SoundEffectController.PlayEffect(EffectType.ClientEnter); }
private void PlayProductSoldSound(Product product) { // @TODO: Implement unique sound fx SoundEffectController.PlayEffect(EffectType.ItemSold); }
private void OnExitArrive() { m_ClientSpawnSystem.DespawnClient(this.gameObject); SoundEffectController.PlayEffect(EffectType.ClientLeave); }