using UnityEngine; public class FishJumpAnimFX : MonoBehaviour { public GameObject ripleFX; public GameObject causticFX; public GameObject splashFX; private FishMovement fishMovement; private ParticleSystem fishFoamSystem; private void Start() { fishMovement = base.transform.parent.GetComponent(); ShowCausticFishFX(); } private void Update() { if (fishFoamSystem != null && !(fishMovement.deepProbe.y < 0.5f) && fishFoamSystem.isPlaying) { fishFoamSystem.Stop(); } } public void StartJumpFishModel() { fishMovement.fishStats.fishAnimator.SetBool("jump", value: true); } public void StopJumpFishModel() { fishMovement.fishStats.fishAnimator.SetBool("jump", value: false); } public void ShowRipleFishFX() { Object.Instantiate(ripleFX, base.transform.position, Quaternion.identity).transform.localScale = base.transform.parent.localScale * 0.5f; } public void ShowSplashFishFX() { GameObject gameObject = Object.Instantiate(splashFX, base.transform.position, Quaternion.identity); gameObject.transform.localScale = base.transform.parent.localScale * 0.17f; gameObject.transform.position = new Vector3(gameObject.transform.position.x, fishMovement.deepProbe.z, gameObject.transform.position.z); } public void ShowCausticFishFX() { GameObject gameObject = Object.Instantiate(causticFX, base.transform.position, Quaternion.identity, base.transform.parent); fishFoamSystem = gameObject.GetComponent(); } }