87 lines
1.9 KiB
C#
87 lines
1.9 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= "SkillDeathHand" 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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/// <summary>
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///
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/// </summary>
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[RequireComponent(typeof(SkillBase))]
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public class SkillDeathHand : MonoBehaviour
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{
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private float _finishDelay = 1.2f;
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private float _startDelay = 0.4f;
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private float _currentTime;
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private Collider _collider;
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private Renderer _renderer;
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private bool _dash;
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private Transform _particle;
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private EntityMainPlayer _scriptCha;
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private float _fogDelay = 0.2f;
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private void Awake()
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{
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_collider = this.GetComponent<Collider>();
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_renderer = transform.Find("Model").GetComponent<Renderer>();
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_collider.enabled = false;
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}
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private void Start()
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{
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_renderer.enabled = false;
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_particle = transform.GetChild(0);
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_scriptCha = EntityMainPlayer.Instance;
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}
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private void Update()
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{
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_currentTime += Time.deltaTime;
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if (_currentTime > _finishDelay)
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{
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this.gameObject.SetActive(false);
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_currentTime = 0f;
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_collider.enabled = false;
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_renderer.enabled = false;
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_dash = false;
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//_particle.particleEmitter().emit = false;
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}
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else if (_currentTime > _startDelay)
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{
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if (!_dash)
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{
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_dash = true;
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_scriptCha.AddForwardForce(-20f);
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_renderer.enabled = true;
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_collider.enabled = true;
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//_particle.particleEmitter().emit = true;
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}
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if (_fogDelay >= 0.2f)
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{
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_scriptCha.scriptEffect.FogOn(1);
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_fogDelay = 0f;
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}
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else
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{
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_fogDelay += Time.deltaTime;
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}
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}
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}
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}
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} |