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using System;
using System.Collections;
using UnityEngine;
public class ParticleExplosionModifier : MonoBehaviour
{
public AnimationCurve curve;
public float speed = 1f;
private ParticleSystem effect;
private ParticleSystem.MainModule main;
private Coroutine corutine;
private void Start()
{
effect = GetComponent<ParticleSystem>();
main = effect.main;
Explosion componentInParent = GetComponentInParent<Explosion>();
componentInParent.DealDamageAction = (Action<Damagable>)Delegate.Combine(componentInParent.DealDamageAction, new Action<Damagable>(DealDamage));
Explosion componentInParent2 = GetComponentInParent<Explosion>();
componentInParent2.DealHealAction = (Action<Damagable>)Delegate.Combine(componentInParent2.DealHealAction, new Action<Damagable>(DealDamage));
}
public void DealDamage(Damagable damagable)
{
if (corutine != null)
{
StopCoroutine(corutine);
}
corutine = StartCoroutine(DoCurve());
}
private IEnumerator DoCurve()
{
float c = 0f;
float t = curve.keys[curve.keys.Length - 1].time;
while (c < t)
{
ParticleSystem.MinMaxCurve startSize = main.startSize;
startSize.constantMin = curve.Evaluate(c) * 0.5f;
startSize.constantMax = curve.Evaluate(c);
main.startSize = startSize;
c += TimeHandler.deltaTime * speed;
yield return null;
}
}
}
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