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authorchai <chaifix@163.com>2020-11-04 18:53:08 +0800
committerchai <chaifix@163.com>2020-11-04 18:53:08 +0800
commitb17087d59b497e6e00f26f571920803f9a82ba42 (patch)
tree7fb8fa1c30141318a6bfc4b266eccea088465d9b /Assets/Scripts
parentcbee13278e862b2f8cab00da26f03b3be50cbb9a (diff)
*after image
Diffstat (limited to 'Assets/Scripts')
-rw-r--r--Assets/Scripts/ApplicationMain.cs3
-rw-r--r--Assets/Scripts/Effects/AfterImage/AfterImage.cs17
-rw-r--r--Assets/Scripts/Effects/AfterImage/AfterImagePool.cs31
3 files changed, 34 insertions, 17 deletions
diff --git a/Assets/Scripts/ApplicationMain.cs b/Assets/Scripts/ApplicationMain.cs
index 99209c50..81ac453c 100644
--- a/Assets/Scripts/ApplicationMain.cs
+++ b/Assets/Scripts/ApplicationMain.cs
@@ -30,5 +30,4 @@ public class ApplicationMain : MonoBehaviour
}
-}
-
+} \ No newline at end of file
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);
diff --git a/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs b/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs
index f9d033fd..8b32fe38 100644
--- a/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs
+++ b/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs
@@ -19,32 +19,41 @@ public class AfterImagePool : MonoBehaviour
// Use this for initialization
void Start()
{
- //myCharacterControl = transform.root.GetComponent<CharacterControl>();
- //Debug.Log("START AFTER IMAGE POOL");
afterImages = new List<AfterImage>(poolSize);
for (int i = 0; i < poolSize; i++)
{
GameObject nextAfterImage = Instantiate(prefab);
- afterImages.Add(nextAfterImage.GetComponent<AfterImage>());
-
- nextAfterImage.GetComponent<AfterImage>().targetObject = targetObject; //Game Object Target
- nextAfterImage.GetComponent<AfterImage>().targetAnimator = targetAnimator; //Animator Target
- }
- }
+ nextAfterImage.transform.SetParent(this.transform);
+
+ nextAfterImage.GetComponent<AfterImage>().targetObject = targetObject; //Game Object Target
+ nextAfterImage.GetComponent<AfterImage>().targetAnimator = targetAnimator; //Animator Target
+
+ nextAfterImage.SetActive(false);
+
+ afterImages.Add(nextAfterImage.GetComponent<AfterImage>());
+ }
+ }
// Update is called once per frame
void Update()
{
- //if (CitadelDeep.hitPause > 0 || CitadelDeep.debugPause) { return; }
time++;
- if (time > interval) { time = 0; AddAfterImage(); }
+ if (time > interval)
+ {
+ time = 0;
+ AddAfterImage();
+ }
}
void AddAfterImage()
{
for (int i = 0; i < poolSize; i++)
{
- if (!afterImages[i].active) { afterImages[i].Activate(); break; }
+ if (!afterImages[i].active)
+ {
+ afterImages[i].Activate();
+ break;
+ }
}
}
} \ No newline at end of file