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using UnityEngine;
public class SpawnStaticRemnant : MonoBehaviour
{
public GameObject remnantSource;
private AttackLevel level;
private Color remnantColor;
private void Start()
{
remnantColor = PlayerSkinBank.GetPlayerSkinColors(base.transform.GetComponentInParent<Player>().playerID).winText;
level = GetComponent<AttackLevel>();
}
public void Go()
{
GameObject gameObject = Object.Instantiate(remnantSource, base.transform.position, base.transform.rotation);
SpriteRenderer[] componentsInChildren = base.transform.root.GetComponentsInChildren<SpriteRenderer>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
if (componentsInChildren[i].transform.lossyScale.x != 0f && componentsInChildren[i].transform.lossyScale.y != 0f && componentsInChildren[i].transform.lossyScale.z != 0f && (!(componentsInChildren[i].transform.parent.name != "Art") || !(componentsInChildren[i].transform.parent.parent.name != "Face")))
{
Vector3 lossyScale = componentsInChildren[i].transform.lossyScale;
GameObject gameObject2 = Object.Instantiate(componentsInChildren[i].gameObject, componentsInChildren[i].transform.position, componentsInChildren[i].transform.rotation, gameObject.transform.GetChild(0));
gameObject2.transform.localScale = lossyScale;
Strip(gameObject2);
SpriteRenderer component = gameObject2.GetComponent<SpriteRenderer>();
component.enabled = true;
component.color = remnantColor;
SpriteMask component2 = gameObject2.GetComponent<SpriteMask>();
if ((bool)component2)
{
Object.Destroy(component2);
}
}
}
gameObject.GetComponentInChildren<ParticleSystem>().startColor = PlayerSkinBank.GetPlayerSkinColors(base.transform.GetComponentInParent<Player>().playerID).particleEffect;
gameObject.AddComponent<SpawnedAttack>().spawner = base.transform.root.GetComponent<Player>();
gameObject.transform.localScale *= 1f + (float)(level.attackLevel - 1) * 0.3f;
}
private void Strip(GameObject go)
{
MonoBehaviour[] componentsInChildren = go.GetComponentsInChildren<MonoBehaviour>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
Object.Destroy(componentsInChildren[i]);
}
}
}
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