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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectHandle
{
public float lifeTime;
public float curTime;
public bool markDead;
}
//Unit后处理效果
public class UnitEffect : UnitComponent
{
public List<EffectHandle> effects = new List<EffectHandle>();
public static GameObject effectPlane;
public void ShowMotionBlur(float lifetime)
{
EffectHandle eff = new EffectHandle();
eff.lifeTime = lifetime;
eff.curTime = 0;
eff.markDead = false;
effects.Add(eff);
effectPlane.gameObject.SetActive(true);
}
public override void OnUpdate()
{
base.OnUpdate();
effectPlane.transform.position = UnitManager.Instance.pc.center;
for(int i = 0; i < effects.Count; ++i)
{
if (effects[i].markDead)
continue;
effects[i].curTime += Time.deltaTime;
if(effects[i].curTime > effects[i].lifeTime)
{
effects[i].markDead = true;
effectPlane.gameObject.SetActive(false);
}
}
}
}
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