// *********************************************************************** // Assembly : Game // Author : Kimch // Created : 2020-09-02 // Description : // Last Modified By : // Last Modified On : // *********************************************************************** // // // *********************************************************************** using UnityEngine; namespace G { public class SkillChainBreak : MonoBehaviour { //private ParticleEmitter myparticleEmitter; private Transform _ptExp; private float _delayExp; private short _step; private SphereCollider _childCollider; private Collider _collider; private void Awake() { //myparticleEmitter = base.particleEmitter; _collider = this.GetComponent(); _ptExp = transform.GetChild(0); _childCollider = (_ptExp.GetComponent() as SphereCollider); } private void Start() { _ptExp.GetComponent().mass = this.GetComponent().mass; _ptExp.gameObject.SetActive(false); } private void OnEnable() { //myparticleEmitter.ClearParticles(); _collider.enabled = false; //myparticleEmitter.emit = true; _delayExp = 0f; InvokeRepeating(nameof(RepeatDamage), 0.1f, 0.4f); _step = 0; this.GetComponent().Play(); } private void RepeatDamage() { _collider.enabled = false; _collider.enabled = true; } private void Update() { _delayExp += Time.deltaTime; Vector3 position = transform.position; if (position.y < 0.1f) { transform.position += Vector3.up * 0.6f * Time.deltaTime; } if (_step == 2) { if (_delayExp > 4f) { this.gameObject.SetActive(false); _ptExp.gameObject.SetActive(false); transform.position = Vector3.one * 30f; _step = 0; } } else if (_step == 1) { if (_delayExp > 2.5f) { //pt_exp.particleEmitter().emit = false; _childCollider.enabled = false; _childCollider.radius = 0.01f; _step = 2; } } else if (_step == 0 && _delayExp > 2f) { _collider.enabled = false; CancelInvoke(); _step = 1; //myparticleEmitter.ClearParticles(); //myparticleEmitter.emit = false; _ptExp.gameObject.SetActive(true); //pt_exp.particleEmitter().emit = true; _childCollider.enabled = true; _childCollider.radius = 0.7f; } } } } public class ParticleEmitter { public float minEnergy; public float maxEnergy; public bool emit; public void ClearParticles() { } public void Emit() { } }