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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.cs31
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;
+ }
}
}
} \ No newline at end of file