using Fie.Object; using PigeonCoopToolkit.Effects.Trails; using UnityEngine; namespace Fie.Ponies.RainbowDash { [FiePrefabInfo("Prefabs/RainbowDash/Power/RainbowDashAwesomeEffect")] public class FieEmitObjectRainbowDashAwesomeEffect : FieEmittableObjectBase { [SerializeField] private SmoothTrail awesomeTrail; [SerializeField] private GameObject lightObject; private bool isEndUpdate; public override void awakeEmitObject() { if (awesomeTrail != null) { awesomeTrail.ClearSystem(emitState: true); } if (lightObject != null) { lightObject.SetActive(value: true); } isEndUpdate = false; } public void Update() { if (!isEndUpdate) { if (initTransform != null) { base.transform.position = initTransform.position; } if (awesomeTrail != null) { awesomeTrail.Emit = true; } } } public void stopEffect(float destoryDuration) { if (awesomeTrail != null) { awesomeTrail.Emit = false; } if (lightObject != null) { lightObject.SetActive(value: false); } destoryEmitObject(destoryDuration); isEndUpdate = true; } } }