using Fie.Object; using ParticlePlayground; using System.Collections.Generic; using UnityEngine; namespace Fie.Enemies.HoovesRaces.Flightling { [FiePrefabInfo("Prefabs/Enemies/ChangelingForces/Flightling/Power/FlightlingConcentration")] public class FieEmitObjectFlightlingConcentration : FieEmittableObjectBase { private const float EFFECT_DURATION = 1.5f; private const float DURATION = 2.5f; public List effects; public AudioSource soundEffect; private float lifeTime; private bool isStopEffects; public override void awakeEmitObject() { foreach (PlaygroundParticlesC effect in effects) { if (effect != null) { effect.emit = true; } } } private void Update() { if (base.ownerCharacter == null) { lifeTime = 1.5f; } lifeTime += Time.deltaTime; if (lifeTime > 1.5f && !isStopEffects && effects != null) { foreach (PlaygroundParticlesC effect in effects) { if (effect != null) { effect.emit = false; } } if (soundEffect != null) { soundEffect.Stop(); } isStopEffects = true; } if (lifeTime > 2.5f) { destoryEmitObject(); } } private void LateUpdate() { if (!(initTransform == null)) { base.transform.position = initTransform.position; } } } }