/// <summary> /// Stop the effect /// </summary> public virtual void EndFX() { // Get rid of the object GameObject.Destroy(this.gameObject); // Remove any color effect we performed WeaponFX.ResetBackgroundColor(); }
private void OnCastFXStop() { // If we have an effect stop it now if (this.activeFX != null) { this.activeFX.EndFX(); this.activeFX = null; } }
/// <summary> /// Instantiate a new instance of the WeaponEffect class using the supplied parameters /// </summary> /// <param name="instance">The instance to use as the base</param> /// <param name="target">The position that is being targeted</param> /// <returns>The new WeaponEffect</returns> public static WeaponFX Create(WeaponFX instance, Transform target, int directionX) { WeaponFX effect = GameObject.Instantiate <WeaponFX>(instance); effect.Target = target; effect.DirectionX = directionX; return(effect); }
private void OnCastStart() { // If we have an effect start it now if (this.CastFX != null && this.CastProjectiles) { this.activeFX = WeaponFX.Create( this.CastFX, this.CastFXPoint, (this.CurrentDirection == Direction.Left ? -1 : 1)); } }
public override void BeginFX() { base.BeginFX(); // Get the line renderer that draws the lightning this.strikeLine = GetComponent <LineRenderer>(); // We need to hide it until we have set the control points, // otherwise it will be drawn in the wrong place this.strikeLine.enabled = false; // Set the new background color if that was chosen if (this.ChangeBackgroundColor) { WeaponFX.SetBackgroundColor(this.BackgroundColor); } }