// *********************************************************************** // Assembly : Game // Author : Kimch // Created : 2020-09-02 // Description : // Last Modified By : // Last Modified On : // *********************************************************************** // // // *********************************************************************** using UnityEngine; namespace G { /// /// 陨石 /// [RequireComponent(typeof(SkillBase))] public class SkillMeteo : MonoBehaviour { private bool _fallDown; private Vector3 _currentPos; private Vector3 _direction; private Collider _collider; private float _finishDelay; private Ef_boom _scriptBoom; private void Awake() { _collider = this.GetComponent(); _scriptBoom = GameObject.FindWithTag("skill").GetComponent(); } private void OnEnable() { //mytransform.GetChild(0).particleEmitter().emit = true; //mytransform.GetChild(1).particleEmitter().emit = true; _fallDown = true; _finishDelay = 0f; _direction = transform.forward - Vector3.up * 0.7f; transform.up = -_direction; _currentPos = transform.position; } private void Update() { if (_fallDown) { Vector3 position = transform.position; if (position.y > 0f) { _currentPos += _direction * 0.08f; } else { _collider.enabled = true; _fallDown = false; _currentPos.y = 0f; _scriptBoom.SetTex(0, _currentPos, true); } transform.position = _currentPos; } else if (_finishDelay > 2f) { //mytransform.GetChild(0).particleEmitter().emit = false; //mytransform.GetChild(1).particleEmitter().emit = false; this.gameObject.SetActive(false); _collider.enabled = false; } else { _finishDelay += Time.deltaTime; } } } }