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56 lines
1.9 KiB
C#

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