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

95 lines
2.3 KiB
C#

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