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path: root/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs
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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; }
		}
	}
}