Merge pull request #7 from balo185/feature/Fx

Feature/fx
master
sangle2000 2024-04-22 16:23:33 +07:00 committed by GitHub
commit 205489ec0c
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53 changed files with 35672 additions and 12 deletions

6
.vsconfig Normal file
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@ -1,3 +1,4 @@
using Pools.Runtime;
using UnityEngine; using UnityEngine;
namespace GadGame.MiniGame namespace GadGame.MiniGame

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@ -11,6 +11,7 @@ namespace GadGame.MiniGame
[SerializeField] private Rigidbody2D _rb; [SerializeField] private Rigidbody2D _rb;
[SerializeField] private SpriteRenderer _sprite; [SerializeField] private SpriteRenderer _sprite;
[SerializeField] private TrailRenderer _trail; [SerializeField] private TrailRenderer _trail;
[SerializeField] private Pool<ParticleObject> _hitEffect;
private bool _inUsed; private bool _inUsed;
@ -35,6 +36,8 @@ namespace GadGame.MiniGame
GameManager.Instance.UpdateScore(-_reduceScore); GameManager.Instance.UpdateScore(-_reduceScore);
SoundManager.Instance.PlaySfx(SoundDefine.GetHit); SoundManager.Instance.PlaySfx(SoundDefine.GetHit);
this.Release(); this.Release();
var fx = _hitEffect.Get();
fx.transform.position = transform.position;
} }
public void OnGet() public void OnGet()

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@ -9,6 +9,7 @@ namespace GadGame.MiniGame
{ {
[SerializeField] private int _score; [SerializeField] private int _score;
[SerializeField] private Rigidbody2D _rb; [SerializeField] private Rigidbody2D _rb;
[SerializeField] private Pool<ParticleObject> _hitEffect;
private bool _inUsed; private bool _inUsed;
private Tweener _tweener; private Tweener _tweener;
@ -31,6 +32,8 @@ namespace GadGame.MiniGame
{ {
GameManager.Instance.UpdateScore(_score); GameManager.Instance.UpdateScore(_score);
SoundManager.Instance.PlaySfx(SoundDefine.CollectStar); SoundManager.Instance.PlaySfx(SoundDefine.CollectStar);
var fx = _hitEffect.Get();
fx.transform.position = transform.position;
this.Release(); this.Release();
} }

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@ -0,0 +1,37 @@
using System;
using Pools.Runtime;
using UnityEngine;
namespace GadGame.MiniGame
{
[RequireComponent(typeof(ParticleSystem))]
public class ParticleObject : MonoBehaviour, IPoolable
{
private ParticleSystem _particle;
private bool _alive;
private void Awake()
{
_particle = GetComponent<ParticleSystem>();
}
private void Update()
{
if (_alive && _particle.isStopped)
{
this.Release();
}
}
public void OnGet()
{
_alive = true;
}
public void OnRelease()
{
_alive = false;
}
}
}

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