代码拉取完成,页面将自动刷新
同步操作将从 liyonghelpme/rongYaoDaLuCode 强制同步,此操作会覆盖自 Fork 仓库以来所做的任何修改,且无法恢复!!!
确定后同步将在后台操作,完成时将刷新页面,请耐心等待。
using System;
using UnityEngine;
public class EffectMono : MonoBehaviour
{
public bool isLoop;
public bool isNeedMirror;
[HideInInspector]
public byte launcherForce;
private float lifeTime;
public float LifeTime;
private float timeCount;
private float getLifeTime()
{
float length = 0f;
foreach (ParticleSystem system in base.gameObject.GetComponentsInChildren<ParticleSystem>())
{
if (system.isPlaying && (length < (system.duration + system.startLifetime)))
{
length = system.duration + system.startLifetime;
}
}
Animation[] componentsInChildren = base.gameObject.GetComponentsInChildren<Animation>();
if (componentsInChildren.Length > 0)
{
foreach (Animation animation in componentsInChildren)
{
if (((animation.clip != null) && animation.isPlaying) && (length < animation.clip.length))
{
length = animation.clip.length;
}
}
}
return length;
}
private void Start()
{
if (this.isNeedMirror && (this.launcherForce == 1))
{
base.transform.localScale = new Vector3(-1f, 1f, 1f);
}
if (!this.isLoop)
{
this.lifeTime = this.LifeTime;
if (this.lifeTime <= 0f)
{
this.lifeTime = this.getLifeTime();
}
}
}
private void Update()
{
if (!this.isLoop)
{
this.timeCount += Time.deltaTime;
if (this.timeCount > this.lifeTime)
{
this.isLoop = true;
UnityEngine.Object.DestroyImmediate(base.gameObject);
}
}
}
}
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