using UnityEngine;
using System.Collections;
namespace DestroyIt
{
///
/// This script provides extra features to the BulbFlash particle effect.
/// It removes the "Powered" tag from its parent, and removes the PoweredTag
/// script which manages the parent's powered state.
///
public class BulbFlash : MonoBehaviour
{
void OnEnable()
{
// start a coroutine because we want to wait until the particle effect has had a
// chance to be a child under something.
StartCoroutine(RemovePower());
}
IEnumerator RemovePower()
{
// wait one frame
yield return 0;
Transform parent = this.transform.parent;
if (parent != null)
{
parent.gameObject.RemoveTag(Tag.Powered);
parent.gameObject.RemoveComponent();
}
StopCoroutine("RemovePower");
}
}
}