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- using System;
- using UnityEngine;
- public class ChildChipExplosion : BaseBehaviour
- {
- private float deltaTime
- {
- get
- {
- return Time.time - this.startTime;
- }
- }
- private void OnEnable()
- {
- this.startTime = Time.time;
- this.backToPlayer = false;
- this.player = R.Player.Transform;
- base.transform.GetChild(0).gameObject.SetActive(true);
- }
- private void Update()
- {
- if (this.backToPlayer)
- {
- base.transform.position = Vector3.MoveTowards(base.transform.position, this.player.position + new Vector3(0f, 1.2f, 0f), 0.5f * this.playerChargingSpeed * this.deltaTime);
- if (Vector3.Distance(base.transform.position, this.player.position + new Vector3(0f, 1.2f, 0f)) < 0.1f)
- {
- R.Player.Action.AbsorbEnergyBall();
- this.backToPlayer = false;
- base.StartCoroutine(this.player.GetComponent<ChangeSpineColor>().EnergyBallColorChange());
- base.transform.GetChild(0).gameObject.SetActive(false);
- }
- }
- }
- public bool backToPlayer;
- public Transform player;
- private float startTime;
- private float playerChargingSpeed = 20f;
- }
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