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using System;
using UnityEngine;
using XUtliPoolLib;
namespace XMainClient
{
internal class ParabolaFx
{
private Vector3 _startPos;
private Vector3 _endPos;
private float _speedY;
private float _speedAddY;
private float _duration;
private float _startTime;
private XFx _fx;
public ParabolaFx(string fxPath, float duration, float speedY, Vector3 startPos, Vector3 endPos)
{
this._fx = XSingleton<XFxMgr>.singleton.CreateFx(fxPath, null, true);
this._fx.Play(startPos, Quaternion.identity, Vector3.one, 1f);
this._duration = duration;
this._startTime = Time.time;
this._startPos = startPos;
this._endPos = endPos;
this._speedY = speedY;
this._speedAddY = -speedY * 2f / duration;
}
public bool Update()
{
float num = Time.time - this._startTime;
bool flag = num > this._duration;
bool result;
if (flag)
{
this.Destroy();
result = false;
}
else
{
Vector3 position = Vector3.Lerp(this._startPos, this._endPos, num / this._duration);
position.y = this._startPos.y + this._speedY * num + this._speedAddY * num * num / 2f;
this._fx.Position = position;
result = true;
}
return result;
}
public void Destroy()
{
XSingleton<XFxMgr>.singleton.DestroyFx(this._fx, true);
}
}
}
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