Adding the feature to sell towers with VFX and audio included
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16 changed files with 5394 additions and 13 deletions
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@ -65,7 +65,15 @@ namespace TD.VFX
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if (coinBurstPrefab != null)
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{
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Instantiate(coinBurstPrefab, spawnPos, Quaternion.identity);
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var instance = Instantiate(coinBurstPrefab, spawnPos, Quaternion.identity);
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// Force the burst to play. The spawner's whole job is to play this effect, so
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// it shouldn't depend on the prefab's ParticleSystem having "Play On Awake"
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// ticked — if that's off, the effect would silently never appear. Harmless when
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// Play On Awake is already on (a freshly instantiated one-shot just restarts at
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// t=0). VFX Graph effects play from their own settings, so a null PS is fine.
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var ps = instance.GetComponentInChildren<ParticleSystem>();
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if (ps != null) ps.Play(withChildren: true);
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}
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else
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{
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