using G; using UnityEngine; public class Ef_toudan : Ef_base { public Vector3 m_targetPos = default(Vector3); public float m_speed = 1.5f; public Transform fx; #pragma warning disable CS0414 // 字段“Ef_toudan.m_direction”已被赋值,但从未使用过它的值 private Vector3 m_direction = default(Vector3); #pragma warning restore CS0414 // 字段“Ef_toudan.m_direction”已被赋值,但从未使用过它的值 #pragma warning disable CS0414 // 字段“Ef_toudan.m_endPosition”已被赋值,但从未使用过它的值 private Vector3 m_endPosition = default(Vector3); #pragma warning restore CS0414 // 字段“Ef_toudan.m_endPosition”已被赋值,但从未使用过它的值 private Quaternion m_fromRotation; private float m_currentLerp; private void Start() { } private void OnEnable() { m_transform = base.transform; if (base.m_user) { m_transform.position = base.m_user.position + Vector3.up * 0.03f; base.m_scriptUser = base.m_user.GetComponent(); if (base.m_scriptUser.target != null) { base.m_scriptUser.LookToTarget(base.m_scriptUser.target.transform); m_targetPos = base.m_scriptUser.GetTargetPos(); } } } private void Update() { //if (base.m_user) { UserToTargetBezier(); } } private void UserToTargetBezier() { float num = Vector3.Distance(m_targetPos, m_transform.position); if (num <= 0.1f) { if (m_scriptUser) { Transform transform = PrefabManager.Instance().Spawn(fx, m_targetPos, base.m_user.rotation); transform.GetComponent().m_user = base.m_user; transform.GetComponent().m_skillId = base.m_skillId; transform.GetComponent().m_param[0] = m_param[0]; } Destroy(this.gameObject); } else { Vector3 a = m_targetPos - m_transform.position; a.Normalize(); m_transform.position += a * Time.deltaTime * m_speed; } } }