using System; using UnityEngine; public class JackAimReal : BaseBehaviour { public Transform Jack { private get { return this._jack; } set { this._jack = value; this._jackAction = value.GetComponent(); } } private void Awake() { this._skeletonAnimation = base.GetComponentInChildren(); this._animation = base.GetComponent(); } private void Update() { if (this.Jack == null) { return; } if (this._jackAction.IsInWeakSta()) { this._animation.Play("ShowDisappear"); } } private void PlaySpine(string name) { this._skeletonAnimation.skeleton.SetToSetupPose(); this._skeletonAnimation.state.SetAnimation(0, name, false); this._skeletonAnimation.Update(0f); } public void PlayShoot() { this.PlaySpine("ShowShoot"); this._animation.Play("ShowShoot"); } public void PlayShootEnd() { this.PlaySpine("ShowShootEnd"); this._animation.Play("ShowShootEnd"); } public void PlayDisappear() { this.PlaySpine("ShowDisappear"); this._animation.Play("ShowDisappear"); } public void PlayDestroy() { UnityEngine.Object.Destroy(base.gameObject); } public void PlayShootEffect() { Transform transform = R.Effect.Generate(202, null, base.transform.position, default(Vector3), default(Vector3), true); R.Audio.PlayEffect(321, new Vector3?(transform.position)); EnemyBullet component = transform.GetComponent(); component.SetAtkData(this.Jack.GetComponent().jsonData["Atk5Ready"]); component.origin = this.Jack.gameObject; } private Transform _jack; private SkeletonAnimation _skeletonAnimation; private Animation _animation; private JackAction _jackAction; }