コード例 #1
0
ファイル: BulletEmitter.cs プロジェクト: phiLyken/RC_1
    public static Sequence SpawnBullet(BulletConfig Bullet, Transform start, Transform target)
    {
        if (Bullet.projectile == null)
        {
            return(DOTween.Sequence());
        }

        // MDebug.Log("spawn bullet");
        float     distance      = (start.position - target.position).magnitude;
        float     time          = distance / Bullet.speed;
        Vector3   offset_target = Random.insideUnitSphere * Bullet.randomOffset;
        Transform new_target    = new GameObject().transform;

        M_Math.CopyTransform(target, new_target);

        new_target.SetParent(target);


        if (offset_target.magnitude > 0)
        {
            new_target.localPosition += offset_target;
        }


        GameObject bullet = GameObject.Instantiate(Bullet.projectile, start.position, start.rotation) as GameObject;

        //just to be safe we run an own sequence that is just based on time (and will be hooked to game logic)
        //  Sequence delayed_call_back = DOTween.Sequence();
        //  delayed_call_back.AppendInterval(time);

        Sequence emit = DOTween.Sequence();

        emit.Append(bullet.transform.DOMove(new_target.position, time).SetEase(Bullet.Animation_Curve));
        //  MDebug.Log("start move "+emit.Duration());
        emit.AppendCallback(() =>
        {
            // MDebug.Log("start kaputt");
            bullet.transform.Translate(new_target.position - bullet.transform.position);
        });
        emit.AppendInterval(0.1f);
        emit.AppendCallback(() =>
        {
            bullet.transform.GetComponentsInChildren <ParticleSystem>().ToList().ForEach(b => b.StopAll());
            bullet.transform.GetComponentsInChildren <ParticleSystem>().ToList().ForEach(b => b.RemoveAllParticlesWhenInactive());
            bullet.transform.DetachChildren();
            GameObject.Destroy(new_target.gameObject);
            GameObject.Destroy(bullet);
        });
        return(emit);

        ;
    }