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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AfterImagePool : MonoBehaviour
{
//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;
// 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
}
}
// Update is called once per frame
void Update()
{
//if (CitadelDeep.hitPause > 0 || CitadelDeep.debugPause) { 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; }
}
}
}
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