diff options
Diffstat (limited to 'Assets/Scripts/Effects/AfterImage/AfterImagePool.cs')
-rw-r--r-- | Assets/Scripts/Effects/AfterImage/AfterImagePool.cs | 78 |
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;
- } - -}
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