using DragonLi.Core; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class SetScene : MonoBehaviour { public void setda(Text te) { } public void CreateRockfall(Transform pos) { Transform explosion = SpawnManager.Instance.Spawn("Effect", "Rockfall", pos.position); explosion.eulerAngles = new Vector3(90, 0, 0); if (explosion) SpawnManager.Instance.Despawn(explosion, 6.0f); } public void CreateRockfallAudio(Transform pos) { Transform explosion = SpawnManager.Instance.Spawn("voice", "rockfall", pos.position); if (explosion) SpawnManager.Instance.Despawn(explosion, 6.0f); } public void CreateLightning(Transform pos) { Transform explosion = SpawnManager.Instance.Spawn("Effect", "BOSS_light", pos.position); if (explosion) SpawnManager.Instance.Despawn(explosion, 10.0f); } public void CreateLightningAudio(Transform pos) { Transform explosion = SpawnManager.Instance.Spawn("voice", "lightning", pos.position); if (explosion) SpawnManager.Instance.Despawn(explosion, 10.0f); } //�����ʴ� public void CreateColouredRibbon(Vector3 pos) { Transform explosion = SpawnManager.Instance.Spawn("voice", "lightning", pos); if (explosion) SpawnManager.Instance.Despawn(explosion, 10.0f); } public int RandomIndex(int[] arry) { int randomIndex = Random.Range(0, arry.Length); return randomIndex; } public void UnLockSuperGun() { // WeaponManager.Ins.UnLockSuperGun(); } public void Switch2Empty() { // WeaponManager.Ins.Switch2Empty(); } public void Switch2NextWeapon() { // WeaponManager.Ins.Switch2NextWeapon(); } }