protected void PlayParticleEffect() { var particlePrefab = config.GetParticlePrefab(); var particleObject = Instantiate(particlePrefab, transform.position, particlePrefab.transform.rotation); particleObject.transform.parent = transform; particleObject.GetComponent <ParticleSystem>().Play(); StartCoroutine(DestroyParticleWhenFinished(particleObject)); }
protected void PlayParticleEffect() { var particlePrefab = config.GetParticlePrefab(); var particleObject = Instantiate( particlePrefab, transform.position, particlePrefab.transform.rotation ); // TODO decide if particle system attaches to player particleObject.transform.parent = transform; // set world space is prefab if required particleObject.GetComponent <ParticleSystem>().Play(); StartCoroutine(DestoryParticleWhenFinished(particleObject)); }