Near finish

This commit is contained in:
2023-07-30 23:14:41 +05:30
parent 1569760e7b
commit 400336ef4f
1979 changed files with 1696464 additions and 301 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace InguzPings
{
public class AnimationHelper : MonoBehaviour {
public bool INFINITE_LOOP = true; //If true, then duration is ignored and goes on and on.
public float duration = 5.5f; //Fixed duration of the vfx.
public bool DESTROY_ON_END = true;
public GameObject[] all_particles;
private float start_time = -100.0f;
private bool GO = true;
void Start ()
{
start_time = Time.time;
}
void Update ()
{
if (!INFINITE_LOOP && duration + start_time <= Time.time && GO)
STOP_VFX();
}
public void STOP_VFX()
{
GO = false;
for(int i = 0; i < all_particles.Length; i++)
all_particles[i].GetComponent<ParticleSystem>().Stop();
if (DESTROY_ON_END)
Destroy (gameObject, 1.0f); //A little time before destroying, to let remaining particles to die first. It looks better.
}
public void PLAY_VFX()
{
for(int i = 0; i < all_particles.Length; i++)
all_particles[i].GetComponent<ParticleSystem>().Play();
start_time = Time.time;
GO = true;
}
}
}

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using UnityEngine;
using System.Collections;
namespace InguzPings
{
public class SelfDestruct : MonoBehaviour {
public float selfdestruct_in = 4; // Setting this to 0 means no selfdestruct.
void Start () {
if ( selfdestruct_in != 0){
Destroy (gameObject, selfdestruct_in);
}
}
}
}

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