Detroy des particle effects une fois terminés

This commit is contained in:
Jean-Sébastien Gervais 2016-04-09 15:20:06 -04:00
parent 1f1674f23a
commit 1ad1b4acf2
15 changed files with 545 additions and 26 deletions

View File

@ -200,7 +200,7 @@ MonoBehaviour:
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rotationDirection: 1
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View File

@ -236,6 +236,7 @@ MonoBehaviour:
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WalkAnimAngle: 15
EjectSpinSpeed: 80
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View File

@ -81,8 +81,11 @@ public class Asteroid : MonoBehaviour
audio.bypassListenerEffects = true;
AudioSource.PlayClipAtPoint(audio.clip, transform.position, audio.volume);
var wait = new WaitForSeconds(emitter.GetComponent<ParticleSystem>().duration);
// var wait = new WaitForSeconds(emitter.GetComponent<ParticleSystem>().duration);
//Destroy(emitter); //doesnt play if removed.
Destroy(emitter, emitter.GetComponent<ParticleSystem>().duration);
}

View File

@ -46,8 +46,8 @@ public class AsteroidSpawner : TimerFunctionsClass
if (!GenerationVersLesjoueurs)
{
// Random entre 10 et 20, * 1 ou -1
var x = UnityEngine.Random.Range(10.0f, 20.0f)*(Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
var y = UnityEngine.Random.Range(10.0f, 20.0f)*(Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
var x = UnityEngine.Random.Range(30.0f, 40.0f)*(Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
var y = UnityEngine.Random.Range(20.0f, 30.0f)*(Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
//0-3
@ -78,7 +78,7 @@ public class AsteroidSpawner : TimerFunctionsClass
float direction = (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f)) * 2 - 1);
Instantiate(AsteroidPrefabTypes[AsteroidType],
direction*planet.GetPlanetCoordinatesFromPlayerXY(angle, UnityEngine.Random.Range(10f,15f)),
direction*planet.GetPlanetCoordinatesFromPlayerXY(angle, UnityEngine.Random.Range(25f,35f)),
Quaternion.identity);
}

View File

@ -22,6 +22,7 @@ public class Astronaut : MonoBehaviour {
public float Gravity;
public float Speed;
public float EjectSpeed;
//public float DashSpeed;
public PlanetManager planet;
@ -141,7 +142,7 @@ public class Astronaut : MonoBehaviour {
if (State != AstronautState.Ejecting)
vSpeed -= Gravity * delta;
else
vSpeed *= 0.98f;
vSpeed *= 0.99f;
}
float radius = GetGroundRadius();

View File

@ -9,6 +9,9 @@ public class AstronautAnimator : MonoBehaviour {
public float WalkAnimAngle;
public float EjectSpinSpeed;
private GameObject runninParticleEmitter;
public GameObject DashParticleSystem;
public GameObject DustParticlesEmitter;
// Use this for initialization
protected void Start () {
@ -34,11 +37,18 @@ public class AstronautAnimator : MonoBehaviour {
public void Land()
{
//from dash state
runninParticleEmitter = (GameObject)Instantiate(DashParticleSystem, this.gameObject.transform.position, Quaternion.identity);
runninParticleEmitter.transform.Rotate(0,180f,0.0f);
Destroy(runninParticleEmitter, runninParticleEmitter.GetComponent<ParticleSystem>().duration);
aspi.SpriteWalk.gameObject.SetActive(true);
aspi.SpriteDash.gameObject.SetActive(false);
}
public void Walk(bool right)
{
Debug.Log("Walking!");
@ -88,6 +98,7 @@ public class AstronautAnimator : MonoBehaviour {
//yield return null;
}
public void EmitDustParticules()
{
if (DustParticlesEmitter)

23
Assets/SelfDestroy.cs Normal file
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@ -0,0 +1,23 @@
using UnityEngine;
using System.Collections;
public class SelfDestroy : MonoBehaviour
{
public GameObject PrefabPs;
private ParticleSystem ps;
// Use this for initialization
public void Start ()
{
ps = PrefabPs.GetComponent<ParticleSystem>();
}
// Update is called once per frame
public void FixedUpdate () {
if (ps && !ps.IsAlive())
{
Destroy(this.gameObject);
}
}
}

View File

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