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); }
/* * [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; }