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46 行
1.2 KiB
46 行
1.2 KiB
using UnityEngine;
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using UOP1.StateMachine;
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using UOP1.StateMachine.ScriptableObjects;
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[CreateAssetMenu(menuName = "State Machines/Actions/Play Land Particles")]
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public class PlayLandParticlesActionSO : StateActionSO<PlayLandParticlesAction> { }
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public class PlayLandParticlesAction : StateAction
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{
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//Component references
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private PlayerEffectController _dustController;
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private Transform _transform;
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private float _coolDown = 0.3f;
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private float t = 0f;
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private float _fallStartY = 0f;
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private float _fallEndY = 0f;
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private float _maxFallDistance = 4f; //Used to adjust particle emission intensity
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public override void Awake(StateMachine stateMachine)
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{
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_dustController = stateMachine.GetComponent<PlayerEffectController>();
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_transform = stateMachine.transform;
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}
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public override void OnStateEnter()
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{
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_fallStartY = _transform.position.y;
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}
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public override void OnStateExit()
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{
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_fallEndY = _transform.position.y;
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float dY = Mathf.Abs(_fallStartY - _fallEndY);
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float fallIntensity = Mathf.InverseLerp(0, _maxFallDistance, dY);
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if (Time.time >= t + _coolDown)
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{
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_dustController.PlayLandParticles(fallIntensity);
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t = Time.time;
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}
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}
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public override void OnUpdate() { }
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}
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