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CrowdControl/Assets/3rd/Epic Toon FX/Demo/Scripts/ETFXEffectCycler.cs

63 lines
1.3 KiB
C#

3 months ago
using UnityEngine;
using UnityEngine.EventSystems;
using System.Collections;
using System.Collections.Generic;
namespace EpicToonFX
{
public class ETFXEffectCycler : MonoBehaviour
{
public List<GameObject> listOfEffects;
int effectIndex = 0;
[Header("Spawn Settings")]
[SerializeField]
[Space(10)]
public float loopLength = 1.0f;
public float startDelay = 1.0f;
public bool disableLights = true;
public bool disableSound = true;
void Start ()
{
Invoke("PlayEffect", startDelay);
}
public void PlayEffect()
{
StartCoroutine("EffectLoop");
if (effectIndex < listOfEffects.Count - 1)
{
effectIndex++;
}
else
{
effectIndex = 0;
}
}
private IEnumerator EffectLoop()
{
GameObject instantiatedEffect = (GameObject) Instantiate(listOfEffects[effectIndex], transform.position, transform.rotation * Quaternion.Euler (0, 0, 0));
if (disableLights && instantiatedEffect.GetComponent<Light>())
{
instantiatedEffect.GetComponent<Light>().enabled = false;
}
if (disableSound && instantiatedEffect.GetComponent<AudioSource>())
{
instantiatedEffect.GetComponent<AudioSource>().enabled = false;
}
yield return new WaitForSeconds(loopLength);
Destroy(instantiatedEffect);
PlayEffect();
}
}
}