using System; using UnityEngine; public class DaoPart : BaseBehaviour { private bool isOnGround { get { RaycastHit2D hit = Physics2D.Raycast(base.transform.position, -Vector2.up, 0.5f, LayerManager.GroundMask | LayerManager.OneWayGroundMask | LayerManager.ObstacleMask); return hit; } } private void Awake() { this.anim = base.GetComponent(); this._animName = this.anim.AnimationName; } private void Update() { if (this.isOnGround && !this.hitGround) { this.hitGround = true; this.anim.state.SetAnimation(0, "HitGround", false); R.Effect.Generate(163, null, new Vector3(base.transform.position.x, base.transform.position.y, base.transform.position.z - 0.1f), Vector3.zero, default(Vector3), true); } } private void OnDisable() { this.anim.state.SetAnimation(0, this._animName, true); this.hitGround = false; this.anim.Reset(); } private SkeletonAnimation anim; private bool hitGround; private string _animName; }