From b17087d59b497e6e00f26f571920803f9a82ba42 Mon Sep 17 00:00:00 2001 From: chai Date: Wed, 4 Nov 2020 18:53:08 +0800 Subject: *after image --- .../Scripts/Effects/AfterImage/AfterImagePool.cs | 31 ++++++++++++++-------- 1 file changed, 20 insertions(+), 11 deletions(-) (limited to 'Assets/Scripts/Effects/AfterImage/AfterImagePool.cs') 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(); - //Debug.Log("START AFTER IMAGE POOL"); afterImages = new List(poolSize); for (int i = 0; i < poolSize; i++) { GameObject nextAfterImage = Instantiate(prefab); - afterImages.Add(nextAfterImage.GetComponent()); - - nextAfterImage.GetComponent().targetObject = targetObject; //Game Object Target - nextAfterImage.GetComponent().targetAnimator = targetAnimator; //Animator Target - } - } + nextAfterImage.transform.SetParent(this.transform); + + nextAfterImage.GetComponent().targetObject = targetObject; //Game Object Target + nextAfterImage.GetComponent().targetAnimator = targetAnimator; //Animator Target + + nextAfterImage.SetActive(false); + + afterImages.Add(nextAfterImage.GetComponent()); + } + } // 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 -- cgit v1.1-26-g67d0