/// <summary> /// On Play we instantiate the specified object, either from the object pool or from scratch /// </summary> /// <param name="position"></param> /// <param name="feedbacksIntensity"></param> protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (!Active || !FeedbackTypeAuthorized || (GameObjectToInstantiate == null)) { return; } if (_objectPooler != null) { _newGameObject = _objectPooler.GetPooledGameObject(); if (_newGameObject != null) { PositionObject(position); _newGameObject.SetActive(true); } } else { _newGameObject = GameObject.Instantiate(GameObjectToInstantiate) as GameObject; if (_newGameObject != null) { SceneManager.MoveGameObjectToScene(_newGameObject, Owner.gameObject.scene); PositionObject(position); } } }
/// <summary> /// On Play we instantiate the specified object, either from the object pool or from scratch /// </summary> /// <param name="position"></param> /// <param name="attenuation"></param> protected override void CustomPlayFeedback(Vector3 position, float attenuation = 1.0f) { if (Active && (VfxToInstantiate != null)) { if (_objectPool != null) { _newGameObject = _objectPool.GetPooledGameObject(); if (_newGameObject != null) { _newGameObject.transform.position = GetPosition(position); _newGameObject.SetActive(true); } } else { _newGameObject = GameObject.Instantiate(VfxToInstantiate) as GameObject; _newGameObject.transform.position = GetPosition(position); if (trackPlayer == true) { _newGameObject.transform.position = GameObject.Find("YaminPlayer").transform.position; _newGameObject.transform.position += new Vector3(0, VfxPositionOffset.y, 0); if (randomizeXRange == true) { _newGameObject.transform.position += new Vector3(Random.Range(-VfxPositionOffset.x, VfxPositionOffset.x), 0, 0); } } } } }
/// <summary> /// On Play we instantiate the specified object, either from the object pool or from scratch /// </summary> /// <param name="position"></param> /// <param name="attenuation"></param> protected override void CustomPlayFeedback(Vector3 position, float attenuation = 1.0f) { if (Active && (VfxToInstantiate != null)) { if (_objectPool != null) { _newGameObject = _objectPool.GetPooledGameObject(); if (_newGameObject != null) { _newGameObject.transform.position = GetPosition(position); _newGameObject.SetActive(true); } } else { _newGameObject = GameObject.Instantiate(VfxToInstantiate) as GameObject; _newGameObject.transform.position = GetPosition(position); } } }
/// <summary> /// On Play we instantiate the specified object, either from the object pool or from scratch /// </summary> /// <param name="position"></param> /// <param name="feedbacksIntensity"></param> protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (Active && (GameObjectToInstantiate != null)) { if (_objectPool != null) { _newGameObject = _objectPool.GetPooledGameObject(); if (_newGameObject != null) { PositionObject(position); _newGameObject.SetActive(true); } } else { _newGameObject = GameObject.Instantiate(GameObjectToInstantiate) as GameObject; PositionObject(position); } } }