using System; using System.Collections; using UnityEngine; public class AbsorbTextGenerator : BaseBehaviour { private void Start() { } private void Update() { } public IEnumerator Generate() { for (int i = 0; i < this.maxParticle; i++) { R.Effect.Generate(this.firstId + UnityEngine.Random.Range(0, this.textParticle.Length), base.transform, default(Vector3), default(Vector3), default(Vector3), true); yield return new WaitForSeconds(this.timeSpan); } yield break; } [SerializeField] private Transform[] textParticle; [SerializeField] private int firstId; [SerializeField] private int maxParticle; [SerializeField] private float timeSpan; }