mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 15:27:59 +01:00
95 lines
2.3 KiB
C#
95 lines
2.3 KiB
C#
using Fie.Object;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Fie.Ponies.RainbowDash
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{
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[FiePrefabInfo("Prefabs/RainbowDash/Power/RainbowDashRainblowEmitEffect")]
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public class FieEmitObjectRainbowDashRainblowSeed : FieEmittableObjectBase
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{
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[SerializeField]
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private float seedDuration = 4f;
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[SerializeField]
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private float seedDestroyDuration = 0.5f;
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[SerializeField]
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private float entytyInstantiateDelay;
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[SerializeField]
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private float seedVelocity = 3f;
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[SerializeField]
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private List<PKFxFX> _childParticles = new List<PKFxFX>();
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private float _lifeTimeCount;
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private bool _isEndUpdate;
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private IEnumerator EmitRainblowCoroutine()
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{
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yield return (object)new WaitForSeconds(entytyInstantiateDelay);
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/*Error: Unable to find new state assignment for yield return*/;
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}
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private IEnumerator StopEffectCoroutine()
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{
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_childParticles.ForEach(delegate(PKFxFX particle)
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{
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particle.SetAttribute(new PKFxManager.Attribute("PositionMagni", 5f));
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});
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yield return (object)new WaitForSeconds(0.1f);
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/*Error: Unable to find new state assignment for yield return*/;
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}
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public override void awakeEmitObject()
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{
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base.transform.position = initTransform.position;
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_childParticles.ForEach(delegate(PKFxFX particle)
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{
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particle.StopEffect();
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particle.SetAttribute(new PKFxManager.Attribute("PositionMagni", 0.5f));
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particle.StartEffect();
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});
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}
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public void Update()
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{
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if (!_isEndUpdate)
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{
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_lifeTimeCount += Time.deltaTime;
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Vector3 vector = directionalVec * seedVelocity * Time.deltaTime;
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base.transform.position += vector;
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base.transform.rotation.SetLookRotation(vector);
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if (_lifeTimeCount >= seedDuration - seedDestroyDuration)
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{
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stopParticleEmitting();
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destoryEmitObject(seedDestroyDuration);
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_isEndUpdate = true;
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}
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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if (!_isEndUpdate && !(_lifeTimeCount > seedDuration - seedDestroyDuration) && other.gameObject.tag == "Floor")
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{
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emitRainBlowEntity();
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stopParticleEmitting();
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destoryEmitObject(seedDestroyDuration);
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_isEndUpdate = true;
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}
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}
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private void stopParticleEmitting()
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{
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StartCoroutine(StopEffectCoroutine());
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}
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private void emitRainBlowEntity()
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{
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StartCoroutine(EmitRainblowCoroutine());
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}
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}
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}
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