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33 lines
1.1 KiB
C#
33 lines
1.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[RequireComponent(typeof(Particle))]
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public class Emitter : MonoBehaviour
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{
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public float emissionPeriod;
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public int emissionQuantity;
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protected Particle particle;
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protected void Awake() {
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particle = GetComponent<Particle>();
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}
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protected void Start() {
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Invoke("Emit", emissionPeriod);
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}
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protected void Emit() {
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Invoke("Emit", emissionPeriod);
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if(particle.Tier < 2) return;
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if(particle.Tier <= particle.gameController.maxTierPresent - 4) return;
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for(int i = 0; i < emissionQuantity; i++) {
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GameObject newObject = Instantiate(particle.ParticlePrefab, transform.position, Quaternion.identity);
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Particle newParticle = newObject.GetComponent<Particle>();
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newParticle.Tier = particle.Tier - 2;
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Vector3 direction = new Vector3(Mathf.Cos(Mathf.PI * i * 2 / emissionQuantity), Mathf.Sin(Mathf.PI * i / emissionQuantity), 0).normalized;
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newParticle.rigidbody.AddForce(direction * 0.01f);
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}
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}
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}
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