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