FiE-Game/Assets/Scripts/Fie/Ponies/Fie.Ponies.RainbowDash/FieEmitObjectRainbowDashBaseAttack2.cs

50 lines
1.2 KiB
C#

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<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRainbowDashHitEffectSmall>(base.transform, collider.ClosestPointOnBounds(base.transform.position));
}
}
}
}
}