// ***********************************************************************
// 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;
}
}
}
}