// *********************************************************************** // Assembly : Game // Author : Kimch // Created : 2020-09-02 // Description : // Last Modified By : // Last Modified On : // *********************************************************************** // // // *********************************************************************** using UnityEngine; namespace G { public class Beam_boss11 : MonoBehaviour { public float uvspeed = 1f; public float finishdelay = 3f; private float delay; private Material mymaterial; private Vector2 offset; private Transform mytransform; private float rotatefactor = 1f; private void Awake() { mytransform = base.transform; mymaterial = base.GetComponent().sharedMaterial; } private void OnEnable() { offset = Vector2.zero; mymaterial.mainTextureOffset = Vector2.zero; mytransform.localScale = Vector3.zero; delay = 0f; rotatefactor = 1f; } private void DanceHit() { } private void Update() { offset += Vector2.up * Time.deltaTime * uvspeed; if (delay > finishdelay) { mytransform.position = Vector3.one * 38f; base.gameObject.SetActive(false); delay = 0f; } else { rotatefactor += Time.deltaTime * 100f; delay += Time.deltaTime; mymaterial.mainTextureOffset = offset; mytransform.localScale = Vector3.Lerp(mytransform.localScale, new Vector3(1.4f, 1.4f, 2f), Time.deltaTime * 3f); mytransform.root.Rotate(Vector3.up * Time.deltaTime * rotatefactor); } } } }