Files
2022-04-24 15:42:03 +01:00

59 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Extinguisher : Pickup
{
public ParticleSystem extinguishEffect;
public Player player;
[SerializeField]
private float amount;
public override void OnPickup()
{
//hide renderer
GetComponent<SpriteRenderer>().enabled = false;
GetComponent<Collider>().enabled = false;
ParticleSystem particleSystem = player.trail.GetComponent<ParticleSystem>();
int particleCount = particleSystem.particleCount;
ParticleSystem.Particle[] particles = new ParticleSystem.Particle[particleCount];
particleSystem.GetParticles(particles);
for (int i = 0; i < particleCount; i++)
{
if (particles[i].remainingLifetime < particles[i].startLifetime * 0.95f)
{
particles[i].remainingLifetime = 0.0f;
}
//instantiate freeze particles at the position of the particle
}
particleSystem.SetParticles(particles, particleCount);
StartCoroutine(SpawnEffectsCoroutine(particles, particleCount, particleSystem));
}
IEnumerator SpawnEffectsCoroutine(ParticleSystem.Particle[] particles, int count, ParticleSystem system)
{
for (int i = 0; i < count; i+=20)
{
if (particles[i].remainingLifetime < particles[i].startLifetime * 0.95f)
{
//instantiate freeze particles at the position of the particle
Instantiate(extinguishEffect, particles[i].position, Quaternion.identity);
yield return null;
}
}
}
// Start is called before the first frame update
void Start()
{
player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
}
}