diff options
Diffstat (limited to 'Assets/Scripts/Effects/AfterImage/AfterImagePool.cs')
-rw-r--r-- | Assets/Scripts/Effects/AfterImage/AfterImagePool.cs | 31 |
1 files changed, 20 insertions, 11 deletions
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;
+ } } } }
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