using Fie.Manager; using Fie.Object; using UnityEngine; namespace Fie.Ponies.RainbowDash { [FiePrefabInfo("Prefabs/RainbowDash/Power/RainbowDashBaseAttack2")] public class FieEmitObjectRainbowDashBaseAttack2 : FieEmittableObjectBase { [SerializeField] private float DURATION = 0.3f; [SerializeField] private float DAMAGE_DURATION = 0.2f; private float _lifeTimeCount; private bool _isEndUpdate; public void Update() { if (!_isEndUpdate) { _lifeTimeCount += Time.deltaTime; if (_lifeTimeCount >= DURATION) { _isEndUpdate = true; destoryEmitObject(); } if (initTransform != null) { base.transform.position = initTransform.position; } base.transform.rotation = Quaternion.LookRotation(directionalVec); } } private void OnTriggerEnter(Collider collider) { if (!_isEndUpdate && !(_lifeTimeCount > DAMAGE_DURATION) && collider.gameObject.tag == getHostileTagString()) { FieGameCharacter x = addDamageToCollisionCharacter(collider, getDefaultDamageObject()); if (x != null) { FieManagerBehaviour.I.EmitObject(base.transform, collider.ClosestPointOnBounds(base.transform.position)); } } } } }