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using UnityEngine;
public class DynamicParticles : MonoBehaviour
{
public static DynamicParticles instance;
public DynamicParticleSet[] bulletHit;
private int spawnsThisFrame;
private void Start()
{
instance = this;
}
private void Update()
{
spawnsThisFrame = 0;
}
public void PlayBulletHit(float damage, Transform spawnerTransform, HitInfo hit, Color projectielColor)
{
if ((float)spawnsThisFrame > 5f)
{
return;
}
spawnsThisFrame++;
int num = 0;
for (int i = 1; i < bulletHit.Length && !(bulletHit[i].dmg > damage); i++)
{
num = i;
}
GameObject[] array = ObjectsToSpawn.SpawnObject(base.transform, hit, bulletHit[num].objectsToSpawn, null, null);
if (!(projectielColor != Color.black))
{
return;
}
for (int j = 0; j < array.Length; j++)
{
for (int k = 0; k < array[j].transform.childCount; k++)
{
ChangeColor componentInChildren = array[j].transform.GetChild(k).GetComponentInChildren<ChangeColor>();
if ((bool)componentInChildren)
{
componentInChildren.GetComponent<ParticleSystemRenderer>().material.color = projectielColor;
}
}
}
}
}
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