public TrailObjectController Fire(CharacterTrailController trailController, float fadeOutTime, Material material)
 {
     gameObject.SetActive(true);
     _trailController   = trailController;
     _fadeOutTime       = fadeOutTime;
     _startTime         = Time.time;
     _endTime           = _startTime + _fadeOutTime;
     _isFiring          = true;
     _renderer.material = material;
     return(this);
 }
예제 #2
0
/*
 *      [Conditional("UNITY_EDITOR")]
 *      private void OnGUI() {
 *              GUI.Button(new Rect(0f, 0f, 100f, 50f), (int) stamina + "/" + (int) maxStamina);
 *      }
 */
    public virtual void Awake()
    {
        _characterMotor = GetComponent <CharacterMotor>();
        _characterMotor.onGroundEnter += ResetJumpTimes;
        _characterMotor.onDodgeExit   += FinishDodge;

        _characterTrailController = gameObject.AddComponent <CharacterTrailController>();

        _trailRenderer = gameObject.AddComponent <TrailRenderer>();
        _trailRenderer.shadowCastingMode         = ShadowCastingMode.Off;
        _trailRenderer.receiveShadows            = false;
        _trailRenderer.allowOcclusionWhenDynamic = true;
        _trailRenderer.autodestruct = false;
        _trailRenderer.emitting     = false;
    }