Effect(四)—— AbsorbEffect

目录为:Assets/Scripts/Effect/目录下
AbsorbEffect.cs

这个类主要是吸收特效。

using System;
using System.Collections.Generic;
using UnityEngine;

//吸收特效
public class AbsorbEffect: MonoBehaviour
{
    public GameObject objStart;
    public GameObject objEnd;
    public Iplayer effectOwner;

    private static float totalTime = 3.0f;
    private float timeCounter = 0.0f;

    //静态方法
    //Iplayer:在GameEntity部分定义,现在先不管
    public static AbsorbEffect createAbsorbEffect(Iplayer owner, GameObject start, GameObject end)
    {
        ResourceUnit objUnit = ResourcesManager.Instance.loadImmediate ("effect/other/soul_absorb", ResourceType.PREFAB);
        GameObject obj = objUnit.Asset as GameObject;

        if (obj == null)
        {
            Debug.LogError("Res Not Found:" + "effect/other/soul_absorb");

            return null;
        }

        GameObject rootNode = GameObject.Instantiate (obj) as GameObject;
        AbsorbEffect effect = rootNode.GetComponent<AbsorbEffect> ();

        if (effect != null)
        {
            effect.objStart = start;
            effect.objEnd = end;

            if (start != null)
            {
                effect.transform.position = start.transform.position;
            }

            effect.timeCounter = totalTime;
            effect.effectOwner = owner;
        }

        owner.AbsorbProgressEffect = rootNode;

        return effect;
    }

    void Update()
    {
        if (objStart == null || objEnd == null)
        {
            DestroyImmediate (gameObject);

            return;
        }

        float distance = Vector3.Distance (transform.position, objEnd.transform.position);

        float speed = distance / timeCounter;
        timeCounter -= Time.deltaTime;
        Vector3 dir = objEnd.transform.position - transform.position;
        dir.Normalize ();

        transform.position += dir * speed * Time.deltaTime;

        if (timeCounter <= 0)
        {
            DestroyImmediate (gameObject);
        }
    }
}
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