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56 lines
1.9 KiB
C#
56 lines
1.9 KiB
C#
3 weeks ago
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using System;
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using System.Collections.Generic;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using Unity.BossRoom.VisualEffects;
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using UnityEngine;
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namespace Unity.BossRoom.Gameplay.Actions
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{
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public partial class TrampleAction
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{
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/// <summary>
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/// We spawn the "visual cue" graphics a moment after we begin our action.
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/// (A little extra delay helps ensure we have the correct orientation for the
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/// character, so the graphics are oriented in the right direction!)
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/// </summary>
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private const float k_GraphicsSpawnDelay = 0.3f;
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/// <summary>
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/// Prior to spawning graphics, this is null. Once we spawn the graphics, this is a list of everything we spawned.
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/// </summary>
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/// <remarks>
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/// Mobile performance note: constantly creating new GameObjects like this has bad performance on mobile and should
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/// be replaced with object-pooling (i.e. reusing the same art GameObjects repeatedly). But that's outside the scope of this demo.
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/// </remarks>
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private List<SpecialFXGraphic> m_SpawnedGraphics = null;
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public override bool OnUpdateClient(ClientCharacter clientCharacter)
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{
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float age = Time.time - TimeStarted;
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if (age > k_GraphicsSpawnDelay && m_SpawnedGraphics == null)
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{
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m_SpawnedGraphics = InstantiateSpecialFXGraphics(clientCharacter.transform, false);
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}
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return true;
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}
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public override void CancelClient(ClientCharacter clientCharacter)
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{
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// we've been aborted -- destroy the "cue graphics"
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if (m_SpawnedGraphics != null)
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{
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foreach (var fx in m_SpawnedGraphics)
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{
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if (fx)
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{
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fx.Shutdown();
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}
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}
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}
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m_SpawnedGraphics = null;
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}
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}
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}
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