diff options
author | chai <chaifix@163.com> | 2020-11-04 18:53:08 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2020-11-04 18:53:08 +0800 |
commit | b17087d59b497e6e00f26f571920803f9a82ba42 (patch) | |
tree | 7fb8fa1c30141318a6bfc4b266eccea088465d9b /Assets/Scripts/Effects/AfterImage/AfterImage.cs | |
parent | cbee13278e862b2f8cab00da26f03b3be50cbb9a (diff) |
*after image
Diffstat (limited to 'Assets/Scripts/Effects/AfterImage/AfterImage.cs')
-rw-r--r-- | Assets/Scripts/Effects/AfterImage/AfterImage.cs | 17 |
1 files changed, 13 insertions, 4 deletions
diff --git a/Assets/Scripts/Effects/AfterImage/AfterImage.cs b/Assets/Scripts/Effects/AfterImage/AfterImage.cs index 1e1d0393..b63661df 100644 --- a/Assets/Scripts/Effects/AfterImage/AfterImage.cs +++ b/Assets/Scripts/Effects/AfterImage/AfterImage.cs @@ -6,7 +6,7 @@ public class AfterImage : MonoBehaviour { public Animator myAnimator; //public CharacterControl myCharacterControl; - public Renderer myRenderer; + public Renderer[] myRenderers; public Animator targetAnimator; public GameObject targetObject; @@ -38,14 +38,22 @@ public class AfterImage : MonoBehaviour { active = false; intensity = 0; + this.transform.gameObject.SetActive(false); } } void UpdateRenderer() { - myRenderer.material.SetFloat("_Intensity", intensity); - myRenderer.material.SetFloat("_MKGlowPower", intensity); - } + foreach(var renderer in myRenderers)
+ {
+ for(int i = 0;i < renderer.materials.Length; ++i)
+ {
+ renderer.materials[i].SetColor("_Color", Color.red);
+ renderer.materials[i].SetFloat("_Intensity", intensity);
+ renderer.materials[i].SetFloat("_MKGlowPower", intensity); + } + }
+ } public void Activate() { @@ -53,6 +61,7 @@ public class AfterImage : MonoBehaviour transform.position = targetObject.transform.position; transform.localScale = targetObject.transform.lossyScale; transform.rotation = targetObject.transform.rotation; + transform.gameObject.SetActive(true); myAnimator.Play(targetAnimator.GetCurrentAnimatorStateInfo(0).shortNameHash, 0, targetAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime); //myAnimator.Play(myCharacterControl.animator.GetCurrentAnimatorStateInfo(0).normalizedTime); |