diff options
Diffstat (limited to 'Assets/Scripts')
-rw-r--r-- | Assets/Scripts/ApplicationMain.cs | 3 | ||||
-rw-r--r-- | Assets/Scripts/Effects/AfterImage/AfterImage.cs | 17 | ||||
-rw-r--r-- | Assets/Scripts/Effects/AfterImage/AfterImagePool.cs | 31 |
3 files changed, 34 insertions, 17 deletions
diff --git a/Assets/Scripts/ApplicationMain.cs b/Assets/Scripts/ApplicationMain.cs index 99209c50..81ac453c 100644 --- a/Assets/Scripts/ApplicationMain.cs +++ b/Assets/Scripts/ApplicationMain.cs @@ -30,5 +30,4 @@ public class ApplicationMain : MonoBehaviour } -} - +}
\ No newline at end of file diff --git a/Assets/Scripts/Effects/AfterImage/AfterImage.cs b/Assets/Scripts/Effects/AfterImage/AfterImage.cs index 1e1d0393..b63661df 100644 --- a/Assets/Scripts/Effects/AfterImage/AfterImage.cs +++ b/Assets/Scripts/Effects/AfterImage/AfterImage.cs @@ -6,7 +6,7 @@ public class AfterImage : MonoBehaviour { public Animator myAnimator; //public CharacterControl myCharacterControl; - public Renderer myRenderer; + public Renderer[] myRenderers; public Animator targetAnimator; public GameObject targetObject; @@ -38,14 +38,22 @@ public class AfterImage : MonoBehaviour { active = false; intensity = 0; + this.transform.gameObject.SetActive(false); } } void UpdateRenderer() { - myRenderer.material.SetFloat("_Intensity", intensity); - myRenderer.material.SetFloat("_MKGlowPower", intensity); - } + foreach(var renderer in myRenderers)
+ {
+ for(int i = 0;i < renderer.materials.Length; ++i)
+ {
+ renderer.materials[i].SetColor("_Color", Color.red);
+ renderer.materials[i].SetFloat("_Intensity", intensity);
+ renderer.materials[i].SetFloat("_MKGlowPower", intensity); + } + }
+ } public void Activate() { @@ -53,6 +61,7 @@ public class AfterImage : MonoBehaviour 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.Play(myCharacterControl.animator.GetCurrentAnimatorStateInfo(0).normalizedTime); 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 |