2025-05-18 01:04:31 +08:00

71 lines
1.6 KiB
C#

// ***********************************************************************
// Assembly : Game
// Author : Kimch
// Created : 2020-09-02
// Description :
// Last Modified By :
// Last Modified On :
// ***********************************************************************
// <copyright file= "Beam_boss11" company="Kimch"></copyright>
// <summary></summary>
// ***********************************************************************
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<Renderer>().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);
}
}
}
}