wangguan
2020-12-14 6f40c69336d4dc61567d58880a2bb4952d69be95
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using Core.Utilities;
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro.Examples;
using TowerDefense.Effects;
using UnityEngine;
 
public class EffectMove : MonoBehaviour
{
    protected bool bFired = false;
    public GameObject particlePrefab;
 
    protected GameObject m_SpawnedEffect;
    PoolableEffect mEff;
 
    // Start is called before the first frame update
    void Start()
    {
        /*
        mEff = GetComponent<PoolableEffect>();
        if (mEff != null)
        {
            mEff.TurnOnAllSystems();
            Vector3 tpos = this.transform.position;
            tpos.z = 0.0f;
            this.transform.position = tpos;
        }*/
    }
 
    protected void fireObject()
    {
        if (particlePrefab == null) return;
 
        m_SpawnedEffect = Poolable.TryGetPoolable( particlePrefab );
        m_SpawnedEffect.transform.parent = this.transform;
 
        Vector3 tpos = this.transform.position;
        m_SpawnedEffect.transform.position = tpos;
        m_SpawnedEffect.transform.localScale = new Vector3(3, 3, 3);
 
        ParticleSystem pars = m_SpawnedEffect.GetComponent<ParticleSystem>();
        if (pars)
        {
            pars.Simulate(0.0f);
            pars.Play();
        }
 
 
        mEff = m_SpawnedEffect.GetComponent<PoolableEffect>();
        if (mEff != null)
        {
            mEff.TurnOnAllSystems();
        }
    }
 
    private object ParticleSystem(GameObject m_SpawnedEffect)
    {
        throw new NotImplementedException();
    }
 
    // Update is called once per frame
    void Update()
    {
        if( !bFired)
        {
            if (Input.GetKeyDown(KeyCode.F))
            {
                fireObject();
                bFired = true;
            }
        }
        else
        {
            if (Input.GetKeyDown(KeyCode.E))
            {
                if (mEff)
                {
                    Poolable.TryPool(mEff.gameObject);
                    bFired = false;
                    mEff = null;
 
                    return;
                }
            }
 
            Vector3 tpos = m_SpawnedEffect.transform.position;
            tpos.z += (Time.deltaTime * 30);
            m_SpawnedEffect.transform.position = tpos;
 
            if( tpos.z>= 40 )
            {
                Poolable.TryPool( mEff.gameObject );
                bFired = false;
                mEff = null;
            }
        }
    }
}