using ParticlePlayground; using UnityEngine; namespace Fie.Object { [FiePrefabInfo("Prefabs/PlayerCommon/FiePlayerArrival")] public class FieEmitObjectPoniesArrival : FieEmittableObjectBase { [SerializeField] private float ARRIVAL_EFFECT_DURATION = 3.5f; [SerializeField] private PlaygroundParticlesC _myPlayGround; public override void awakeEmitObject() { destoryEmitObject(ARRIVAL_EFFECT_DURATION); } public void SetSubMeshObject(GameObject submeshObject) { if (!(_myPlayGround == null) && _myPlayGround.manipulators.Count > 0) { foreach (ManipulatorObjectC manipulator in _myPlayGround.manipulators) { if (manipulator.type == MANIPULATORTYPEC.Property && manipulator.property.type == MANIPULATORPROPERTYTYPEC.MeshTarget) { manipulator.property.meshTarget.gameObject = submeshObject; } } } } } }