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DelayedDeath.cs
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// Copyright 2016 Raymond Neilson
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using UnityEngine;
using System.Collections;
public class DelayedDeath : MonoBehaviour {
public bool haltParticles = false;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public void DieInTime (float time, GameObject sparker) {
if (haltParticles) {
var emission = GetComponent<ParticleSystem>().emission;
emission.rate = new ParticleSystem.MinMaxCurve(0.0f);
}
StartCoroutine(DieDelay(time, sparker));
}
IEnumerator DieDelay (float delay, GameObject effect) {
yield return new WaitForSeconds(delay);
if (effect) {
Destroy(Instantiate(effect, transform.position, Quaternion.Euler(-90.0f, 0.0f, 0.0f)), 1.0f);
}
Destroy(gameObject);
}
}