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