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path: root/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs
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Diffstat (limited to 'Assets/Scripts/Effects/AfterImage/AfterImagePool.cs')
-rw-r--r--Assets/Scripts/Effects/AfterImage/AfterImagePool.cs78
1 files changed, 0 insertions, 78 deletions
diff --git a/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs b/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs
deleted file mode 100644
index 38d3488d..00000000
--- a/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs
+++ /dev/null
@@ -1,78 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class AfterImagePool : MonoBehaviour
-{
- public static AfterImagePool Instance;
-
- //public CharacterControl myCharacterControl;
- public GameObject targetObject; //Set these manually to the character object you're copying
- public Animator targetAnimator; //Set these manually to the character object you're copying
- public GameObject prefab; //This is the prefab you made in the scene. It's a parent transform with an animator and AfterImage script on it, with Armature and SkinnedMeshRenderer children
- public int poolSize = 10;
- public List<AfterImage> afterImages;
-
- public int interval = 10;
-
- public int time = 0;
-
- private bool isActive = false;
-
- // Use this for initialization
- void Start()
- {
- afterImages = new List<AfterImage>(poolSize);
- for (int i = 0; i < poolSize; i++)
- {
- GameObject nextAfterImage = Instantiate(prefab);
- 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>());
- }
- Instance = this;
- }
-
- // Update is called once per frame
- void Update()
- {
- if (!isActive)
- return;
-
- time++;
- if (time >= interval)
- {
- time = 0;
- AddAfterImage();
- }
- }
-
- void AddAfterImage()
- {
- for (int i = 0; i < poolSize; i++)
- {
- if (!afterImages[i].active)
- {
- afterImages[i].Activate();
- break;
- }
- }
- }
-
- public void Activate(bool isActive)
- {
- this.isActive = isActive;
- time = isActive ? interval : 0;
- }
-
- public void SetInterval(int interval)
- {
- this.interval = interval;
- }
-
-} \ No newline at end of file