using DG.Tweening;
using KTGMGemClient;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WaveLineSelEffect : MonoBehaviour
{
public int waveLineId;
protected Material mCurMat;
protected float setSelTime = 0.0f;
protected bool bInSel = false;
///
/// 设置当前的WaveLine为选中状态
///
///
public void SetWaveLineSel(bool sel)
{
if (sel)
{
//Debug.Log("技能启动特效");
setSelTime = 0.2f;
if (!bInSel)
mCurMat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.4f);
bInSel = true;
}
}
public ParticleSystem myPS;//可以升级的特效
public void SetParticleSystem(bool isOn)
{
if (isOn)
{
if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
myPS.Play();
}
else
{
myPS.Stop();
if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
}
}
// Start is called before the first frame update
void Start()
{
mCurMat = this.GetComponent().material;
myPS = transform.GetChild(0).GetChild(0).GetComponent();
EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessStartDragSkill, EndlessStartDragSkill);
}
private void EndlessStartDragSkill(bool isOn)
{
if(!isOn){
SetParticleSystem(isOn);
}
}
// Update is called once per frame
void Update()
{
if (setSelTime <= 0) return;
setSelTime -= Time.deltaTime;
if (setSelTime <= 0)
{
bInSel = false;
setSelTime = 0.0f;
mCurMat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.2f);
}
}
}