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using System;
using UnityEngine;
public class PlayerParticle : PoolableBehavior
{
public Camera FollowCamera { get; set; }
public SpriteRenderer myRend;
public float maxDistance = 6f;
public Vector2 velocity;
public float angularVelocity;
private Vector3 lastCamera;
public void Update()
{
Vector3 vector = base.transform.localPosition;
float sqrMagnitude = vector.sqrMagnitude;
if (this.FollowCamera)
{
Vector3 position = this.FollowCamera.transform.position;
position.z = 0f;
vector += (position - this.lastCamera) * (1f - base.transform.localScale.x);
this.lastCamera = position;
sqrMagnitude = (vector - position).sqrMagnitude;
}
if (sqrMagnitude > this.maxDistance * this.maxDistance)
{
this.OwnerPool.Reclaim(this);
return;
}
vector += this.velocity * Time.deltaTime;
base.transform.localPosition = vector;
base.transform.Rotate(0f, 0f, Time.deltaTime * this.angularVelocity);
}
}
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