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-rw-r--r--Assets/Scripts/Effects/AfterImage/AfterImage.cs73
-rw-r--r--Assets/Scripts/Effects/AfterImage/AfterImage.cs.meta11
-rw-r--r--Assets/Scripts/Effects/AfterImage/AfterImagePool.cs78
-rw-r--r--Assets/Scripts/Effects/AfterImage/AfterImagePool.cs.meta11
4 files changed, 0 insertions, 173 deletions
diff --git a/Assets/Scripts/Effects/AfterImage/AfterImage.cs b/Assets/Scripts/Effects/AfterImage/AfterImage.cs
deleted file mode 100644
index 7f40e119..00000000
--- a/Assets/Scripts/Effects/AfterImage/AfterImage.cs
+++ /dev/null
@@ -1,73 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class AfterImage : MonoBehaviour
-{
- public Animator myAnimator;
- //public CharacterControl myCharacterControl;
- public Renderer[] myRenderers;
-
- public Animator targetAnimator;
- public GameObject targetObject;
-
- public float time;
- public float intensity;
- public float pow;
- public float timeMax = 45;
-
- public bool active;
-
- // Use this for initialization
- void Start()
- {
- //targetObject =
- }
-
- // Update is called once per frame
- void Update()
- {
- if (time > 0)
- {
- time--;
- active = true;
- intensity = (time / timeMax) * 10 * pow;
- UpdateRenderer();
- }
- else
- {
- active = false;
- intensity = 0;
- this.transform.gameObject.SetActive(false);
- }
- }
-
- void UpdateRenderer()
- {
- foreach(var renderer in myRenderers)
- {
- for(int i = 0;i < renderer.materials.Length; ++i)
- {
- renderer.materials[i].SetFloat("_Intensity", intensity);
- renderer.materials[i].SetFloat("_MKGlowPower", intensity);
- }
- }
- }
-
- public void Activate()
- {
- active = true;
- 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.speed = 0.02f;
- myAnimator.Update(1/60f);
- time = timeMax + 1;
- Update();
- }
-
-} \ No newline at end of file
diff --git a/Assets/Scripts/Effects/AfterImage/AfterImage.cs.meta b/Assets/Scripts/Effects/AfterImage/AfterImage.cs.meta
deleted file mode 100644
index cd1fd19a..00000000
--- a/Assets/Scripts/Effects/AfterImage/AfterImage.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 5912e1e5f1e32ea429bf6a9ec2d11a0f
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
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
diff --git a/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs.meta b/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs.meta
deleted file mode 100644
index 78d84907..00000000
--- a/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 4aaea939b0abb3c4eb78963aedf4b2f3
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant: