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using UnityEngine;
public class RunSmoke : MonoBehaviour
{
private CharacterData data;
private ParticleSystem part;
private float c;
private bool groundedLastFrame;
private ParticleSystem.MainModule partVel;
private bool didTryToEmit;
private Vector3 vel;
private void Start()
{
part = GetComponent<ParticleSystem>();
data = GetComponentInParent<CharacterData>();
partVel = part.main;
}
private void Update()
{
didTryToEmit = false;
if (data.isGrounded && Mathf.Abs(data.playerVel.velocity.x) > 5f)
{
base.transform.position = new Vector3(data.transform.position.x, data.groundPos.y, 5f);
Go();
}
else if (data.isWallGrab && data.wallDistance < 0.7f && data.playerVel.velocity.magnitude > 5f)
{
base.transform.position = new Vector3(data.wallPos.x, data.transform.position.y, 5f);
Go();
}
if (didTryToEmit)
{
vel = Vector3.Lerp(vel, data.playerVel.velocity, TimeHandler.deltaTime * 2f);
}
else
{
vel = Vector3.Lerp(vel, Vector3.zero, TimeHandler.deltaTime * 10f);
}
}
private void Go()
{
didTryToEmit = true;
c += TimeHandler.deltaTime;
if (c > 0.02f)
{
c = 0f;
float num = 2f;
part.transform.rotation = Quaternion.LookRotation(vel);
partVel.startSpeedMultiplier = data.playerVel.velocity.magnitude * num;
part.Emit(2);
}
}
}
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