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using System;
using UnityEngine;
public class PlayerParticles : MonoBehaviour
{
public PlayerParticleInfo[] Sprites;
public FloatRange velocity;
public FloatRange scale;
public ObjectPoolBehavior pool;
public float StartRadius;
public Camera FollowCamera;
private RandomFill<PlayerParticleInfo> fill;
public void Start()
{
this.fill = new RandomFill<PlayerParticleInfo>();
this.fill.Set(this.Sprites);
int num = 0;
while (this.pool.NotInUse > 0)
{
PlayerParticle playerParticle = this.pool.Get<PlayerParticle>();
PlayerControl.SetPlayerMaterialColors(num++, playerParticle.myRend);
this.PlacePlayer(playerParticle, true);
}
}
public void Update()
{
while (this.pool.NotInUse > 0)
{
PlayerParticle part = this.pool.Get<PlayerParticle>();
this.PlacePlayer(part, false);
}
}
private void PlacePlayer(PlayerParticle part, bool initial)
{
Vector3 vector = UnityEngine.Random.insideUnitCircle;
if (!initial)
{
vector.Normalize();
}
vector *= this.StartRadius;
float num = this.scale.Next();
part.transform.localScale = new Vector3(num, num, num);
vector.z = -num * 0.001f;
if (this.FollowCamera)
{
Vector3 position = this.FollowCamera.transform.position;
position.z = 0f;
vector += position;
part.FollowCamera = this.FollowCamera;
}
part.transform.localPosition = vector;
PlayerParticleInfo playerParticleInfo = this.fill.Get();
part.myRend.sprite = playerParticleInfo.image;
part.myRend.flipX = BoolRange.Next(0.5f);
Vector2 vector2 = -vector.normalized;
vector2 = vector2.Rotate(FloatRange.Next(-45f, 45f));
part.velocity = vector2 * this.velocity.Next();
part.angularVelocity = playerParticleInfo.angularVel.Next();
if (playerParticleInfo.alignToVel)
{
part.transform.localEulerAngles = new Vector3(0f, 0f, Vector2.up.AngleSigned(vector2));
}
}
}
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