Files
UltimateFishing2020/Assets/Scripts/Assembly-CSharp/FishJumpAnimFX.cs
2026-03-04 10:03:45 +08:00

57 lines
1.5 KiB
C#

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<FishMovement>();
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<ParticleSystem>();
}
}