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Fix broken prefab, changes length of trails based on number
1 parent e69a0c6 commit e75bdf0

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3 files changed

+27
-4
lines changed

3 files changed

+27
-4
lines changed
Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:07e9ae6fb1aa5e25d781758d64a3251b14ab3aa03941e1027ecda8c43ac2fa29
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size 259
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oid sha256:b51e663d2808d0ee41901a13877bbe2968e4ef20151bedb4c350b95da82172bb
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size 19645

Assets/_Project/Scripts/Effects/TrailController.cs

Lines changed: 7 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -4,6 +4,7 @@
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public class TrailController : MonoBehaviour {
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public GameObject avatar;
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public TrailRenderer trailRenderer;
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public int siblingCount;
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public int trailIndex;
@@ -28,6 +29,7 @@ private void Awake ()
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{
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// get renderer
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trailRenderer = GetComponent<TrailRenderer> ();
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trailRenderer.enabled = false;
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}
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@@ -72,6 +74,8 @@ public void Init ()
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// set the trail width to the range plus a 'lil extra to cover the background
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trailWidth = trailsRange + widthExtra;
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// how long trail lasts, a.k.a. its length
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trailRenderer.time = siblingCount;
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// set offset based on index
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transform.localPosition = new Vector3 (0, positionsByIndex [trailIndex], 0);
@@ -84,6 +88,9 @@ public void Init ()
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trailRenderer.numCornerVertices = 10;
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trailRenderer.numCapVertices = 5;
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//trailRenderer.sortingOrder = avatar.GetComponent<SpriteRenderer> ().sortingOrder;
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trailRenderer.enabled = true;
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}
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Assets/_Project/Scripts/Effects/TrailsManager.cs

Lines changed: 18 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -14,22 +14,38 @@ private void Awake ()
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{
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trailDict = new Dictionary<string, GameObject> ();
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// TEMP ADD RANDOM COUNT
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StartCoroutine (AddTestTrails (1f));
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}
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/**
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* Adds random number of test trails
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*/
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IEnumerator AddTestTrails (float wait)
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{
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yield return new WaitForSeconds (wait);
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// random num
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numberTrails = (int)Random.Range (minTrailCount, maxTrailCount);
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// add trail
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for (int i = 0; i < numberTrails; i++) {
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AddTrail (i, false);
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}
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// update after a second
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StartCoroutine (UpdateTrails (1f));
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}
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/**
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* Adds the trail at index
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*/
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void AddTrail (int index, bool updateAll)
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{
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// add player to scene
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// add trail to scene
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GameObject obj = (GameObject)Instantiate (trailPrefab);
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// create name for trail obj
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string name = "trail-" + (index + 1).ToString ();

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