private void SetValues(SpriteTrailObject trailObject)
        {
            Vector3 newPosition = transform.position + Vector3.forward * .1f;

            trailObject.transform.position    = newPosition;
            trailObject.transform.eulerAngles = transform.eulerAngles;
            trailObject.transform.localScale  = transform.localScale;
            trailObject.SetSpawnValues(_spriteRenderer, this, _rainbowMode ? _rainbowColors : _userSelectedColorPalette);
        }
        private GameObject SpawnTrailObject()
        {
            Vector3    newPosition   = transform.position + Vector3.forward * .1f;
            GameObject newGameobject = new GameObject();

            newGameobject.AddComponent <SpriteRenderer>();
            newGameobject.AddComponent <SpriteTrailObject>();

            newGameobject.GetComponent <SpriteRenderer>().flipX = true;
            newGameobject.transform.position    = newPosition;
            newGameobject.transform.eulerAngles = transform.eulerAngles;
            newGameobject.transform.localScale  = transform.localScale;

            SpriteTrailObject trailObject = newGameobject.GetComponent <SpriteTrailObject>();

            trailObject.SetSpawnValues(_spriteRenderer, this, _rainbowMode ? _rainbowColors : _userSelectedColorPalette);
            newGameobject.name = "SpriteTrailObject";
            return(newGameobject);
        }
Пример #3
0
        private void Update()
        {
            if (_spawnType == SpawnType.TIME && Time.time - _lastSpawnTime >= _timeBetweenTrailSpawn)
            {
                SpriteTrailObject trailObject = _spriteObjects.GetObjectFromPool();
                SetValues(trailObject);
                trailObject.gameObject.SetActive(true);

                _lastSpawnTime = Time.time;
            }
            else if (_spawnType == SpawnType.DISTANCE && (_lastSpawnLocation - (Vector2)transform.position).magnitude > _distanceBetweenTrailSpawn)
            {
                SpriteTrailObject trailObject = _spriteObjects.GetObjectFromPool();
                SetValues(trailObject);
                trailObject.gameObject.SetActive(true);

                _lastSpawnLocation = transform.position;
            }
        }