mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 14:17:59 +01:00
98 lines
2.7 KiB
C#
98 lines
2.7 KiB
C#
using Fie.Ponies;
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using Fie.Ponies.RisingSun;
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using ParticlePlayground;
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using UnityEngine;
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public class FieRisingSunEffectManager : MonoBehaviour
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{
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private const float HOOF_EFFECT_EMIT_THRESHOLD = 0.6f;
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public FieRisingSun _rising_sun;
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public PlaygroundParticlesC _teleportEffect;
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public PlaygroundParticlesC _teleportEndEffect;
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public Light _hornLight;
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public Transform _submeshTransform;
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public Renderer _submeshRenderer;
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public AudioSource _teleportSoundEffect;
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private bool _nowWarpEffect;
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private WorldObject _worldObject;
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private void Start()
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{
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_worldObject = PlaygroundParticlesC.NewWorldObject(_submeshTransform);
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}
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private void Update()
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{
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if (_rising_sun.getStateMachine().nowStateType() == typeof(FieStateMachinePoniesMove))
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{
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Vector3 velocity = _rising_sun.GetComponent<Rigidbody>().velocity;
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velocity.Normalize();
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float num = Mathf.Abs(velocity.x) * _rising_sun.externalInputForce;
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}
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if (_rising_sun.getStateMachine().nowStateType() == typeof(FieStateMachineRisingSunTeleportation))
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{
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if (!_nowWarpEffect)
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{
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_teleportEndEffect.worldObject = null;
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_teleportEndEffect.Emit(setEmission: false);
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PlaygroundParticlesC.SetParticleTimeNow(_teleportEffect);
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_teleportEffect.worldObject = _worldObject;
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_teleportEffect.source = SOURCEC.WorldObject;
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_teleportEffect.Emit(setEmission: true);
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_rising_sun.submeshObject.enabled = false;
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_nowWarpEffect = true;
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_teleportSoundEffect.Play();
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}
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}
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else if (_nowWarpEffect)
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{
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_teleportEffect.Emit(setEmission: false);
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_rising_sun.submeshObject.enabled = true;
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PlaygroundParticlesC.SetParticleTimeNow(_teleportEndEffect);
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_teleportEndEffect.transform.position = _rising_sun.torsoTransform.position;
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Vector3 position = _teleportEndEffect.transform.position;
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float x = position.x + 0.3f;
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Vector3 position2 = _teleportEndEffect.transform.position;
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float y = position2.y + 0.3f;
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Vector3 position3 = _teleportEndEffect.transform.position;
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Vector3 randomPositionMin = new Vector3(x, y, position3.z + 0.1f);
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Vector3 position4 = _teleportEndEffect.transform.position;
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float x2 = position4.x - 0.3f;
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Vector3 position5 = _teleportEndEffect.transform.position;
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float y2 = position5.y - 0.3f;
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Vector3 position6 = _teleportEndEffect.transform.position;
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Vector3 randomPositionMax = new Vector3(x2, y2, position6.z - 0.1f);
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_teleportEndEffect.Emit(100, randomPositionMin, randomPositionMax, Vector3.zero, Vector3.zero, default(Color32));
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_nowWarpEffect = false;
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}
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}
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private void OnLevelWasLoaded()
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{
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if ((bool)_teleportEffect)
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{
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_teleportEffect.Start();
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}
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if ((bool)_teleportEndEffect)
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{
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_teleportEndEffect.Start();
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}
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}
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private void updateFireEffect()
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{
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}
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private void deleteFireEffect()
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{
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}
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}
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