// ***********************************************************************
// Assembly : Game
// Author : Kimch
// Created : 2020-09-02
// Description :
// Last Modified By :
// Last Modified On :
// ***********************************************************************
//
//
// ***********************************************************************
using UnityEngine;
namespace G
{
///
///
///
[RequireComponent(typeof(SkillBase))]
public class SkillDeathHand : MonoBehaviour
{
private float _finishDelay = 1.2f;
private float _startDelay = 0.4f;
private float _currentTime;
private Collider _collider;
private Renderer _renderer;
private bool _dash;
private Transform _particle;
private EntityMainPlayer _scriptCha;
private float _fogDelay = 0.2f;
private void Awake()
{
_collider = this.GetComponent();
_renderer = transform.Find("Model").GetComponent();
_collider.enabled = false;
}
private void Start()
{
_renderer.enabled = false;
_particle = transform.GetChild(0);
_scriptCha = EntityMainPlayer.Instance;
}
private void Update()
{
_currentTime += Time.deltaTime;
if (_currentTime > _finishDelay)
{
this.gameObject.SetActive(false);
_currentTime = 0f;
_collider.enabled = false;
_renderer.enabled = false;
_dash = false;
//_particle.particleEmitter().emit = false;
}
else if (_currentTime > _startDelay)
{
if (!_dash)
{
_dash = true;
_scriptCha.AddForwardForce(-20f);
_renderer.enabled = true;
_collider.enabled = true;
//_particle.particleEmitter().emit = true;
}
if (_fogDelay >= 0.2f)
{
_scriptCha.scriptEffect.FogOn(1);
_fogDelay = 0f;
}
else
{
_fogDelay += Time.deltaTime;
}
}
}
}
}