// *********************************************************************** // Assembly : Game // Author : Kimch // Created : 2020-09-07 // Description : // Last Modified By : // Last Modified On : // *********************************************************************** // // // *********************************************************************** using UnityEngine; namespace G { /// /// /// public class Mon_Destroy : MonoBehaviour { public Transform headbone; private float _delayFinish; private float _downAccel = 1f; private void Awake() { GetComponent().speed = 0.3f; gameObject.SetActive(false); } private void OnEnable() { } public void FinishNow() { _delayFinish = 5f; } public void TextureChange(Texture a, Vector3 scale, int kind) { _delayFinish = 0f; _downAccel = 0f; if (kind == 2) { //var tmpList = F.ListPool.Get(); //GetComponentsInChildren(tmpList); //foreach (var r in tmpList) //{ // r.material.mainTexture = a; //} //F.ListPool.Release(tmpList); if (scale.x > 1f) { transform.localScale = scale * 1.2f; headbone.localScale = Vector3.one * 0.7f; } else { transform.localScale = Vector3.one * 1.2f; headbone.localScale = Vector3.one; } } else { GetComponent().speed = 0.55f; } } private void Update() { if (_delayFinish > 3f) { this.gameObject.SetActive(false); this.transform.position = Vector3.one * 6f; _delayFinish = 0f; } else { _delayFinish += Time.deltaTime; } Vector3 position = this.transform.position; if (position.y > 0f) { _downAccel += Time.deltaTime * 5f; this.transform.position -= Vector3.up * (Time.deltaTime * _downAccel); return; } position.y = 0f; this.transform.position = position; } } }