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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;
}
}
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