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using System.Collections;
using UnityEngine;
public class ProjectileFX : MonoBehaviour
{
[SerializeField]
private GameObject bleedingPS;
[SerializeField]
private GameObject burrningPS;
[SerializeField]
private GameObject poisonPS;
public void SetFX(float bleeding, float burning, float poison, float slow, bool arcane)
{
if (OptionsMenu.instance.extraProjectileEffects)
{
if (bleeding > 0f)
{
bleedingPS.SetActive(value: true);
}
if (burning > 0f)
{
burrningPS.SetActive(value: true);
}
if (poison > 0f)
{
poisonPS.SetActive(value: true);
}
}
}
public void OnDetach()
{
StartCoroutine(Die());
}
private IEnumerator Die()
{
bleedingPS.GetComponent<ParticleSystem>().Stop(withChildren: true);
burrningPS.GetComponent<ParticleSystem>().Stop(withChildren: true);
poisonPS.GetComponent<ParticleSystem>().Stop(withChildren: true);
yield return new WaitForSeconds(1.1f);
Object.Destroy(base.gameObject);
}
}
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