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							- using System;
 
- using System.Collections;
 
- using System.Collections.Generic;
 
- using UnityEngine;
 
- using DG.Tweening;
 
- /* 箭对象 */
 
- public class Arrow : MonoBehaviour
 
- {
 
-     //飞行时间统计
 
-     [NonSerialized] public float flyTime = 0;
 
-     //标识—是否击中了什么
 
-     [NonSerialized] public bool isHit = false;
 
-     //箭的初速度(私用)    
 
-     [NonSerialized] public float mySpeed = 0;
 
-     //箭的初速度(公用)
 
-     public static float speed = GameMgr.RealSizeToGameSize(60);
 
-     //箭射出时从弓传过来的参数
 
-     #region 
 
-     //手臂弓
 
-     [NonSerialized] public ArmBow armBow;
 
-     //射出时的起始坐标
 
-     [NonSerialized] public Vector3 shootOutPosition;
 
-     //绝对射线
 
-     [NonSerialized] public RaycastHit absoluteRay;
 
-     //制作误差偏移角(强行制造误差,为了增加游戏难度,该偏移角的大小根据难度而定)
 
-     [NonSerialized] public float offsetAngle;
 
-     //误差偏移后的欧拉角
 
-     [NonSerialized] public Vector3 finalAngleAfterOffset;
 
-     #endregion
 
-     //射线击中的靶子
 
-     TargetBody rayHitTargetBody;
 
-     //能够完美击中射线点
 
-     bool canPerfectHit;
 
-     //能否使用侧面镜头
 
-     [NonSerialized] public bool canUseSideCamera;
 
-     [NonSerialized] public ArrowCamera arrowCameraComp;
 
-     public System.Action onDoNextShoot;
 
-     public static HashSet<Arrow> arrowSet = new HashSet<Arrow>();
 
-     void Awake()
 
-     {
 
-         arrowSet.Add(this);
 
-         GameMgr.ins.gameMode.PauseTimeCounting(this);
 
-         //箭模型平时属于ArmBow层,因为ArmBow层在飞行镜头中不被渲染,所以箭出去后要切换layer
 
-         this.transform.Find("Head/_hunse_jian").gameObject.layer = 0;
 
-     }
 
-     void OnDestroy()
 
-     {
 
-         arrowSet.Remove(this);
 
-         if (GameMgr.ins) GameMgr.ins.gameMode.ResumeTimeCounting(this);
 
-     }
 
-     void Start()
 
-     {
 
-         mySpeed = speed;
 
-         Billboard.ins?.SetArrowSpeed(speed);
 
-         //Debug.Log("speed:"+ speed);
 
-         if (GameAssistUI.ins && GlobalData.MyDeviceMode == DeviceMode.Archery)
 
-         {
 
-             mySpeed *= GameAssistUI.ins.shootScaleValue;
 
-             Billboard.ins?.SetArrowSpeedScale(GameAssistUI.ins.shootScaleValue);
 
-         }
 
-         Billboard.ins?.ShowSpeed();
 
-         if (GlobalData.pkMatchType == PKMatchType.OnlinePK)
 
-         {
 
-             if (GameMgr.gameType == 9)
 
-             {
 
-                 ((PKGameMode_OnlinePK)GameMgr.ins.gameMode).shootSpeedWillSend = Billboard.ins.GetShootSpeedText();
 
-             }
 
-         }
 
-         if (absoluteRay.transform)
 
-         {
 
-             //记录射线有没有击中靶子
 
-             rayHitTargetBody = absoluteRay.transform.GetComponent<TargetBody>();
 
-             //把瞄准点画成红圈,渲染在靶子上
 
-             if (rayHitTargetBody)
 
-             {
 
-                 //string typeStr = GlobalData.MyDeviceMode == DeviceMode.Archery? "RedCircle":"BulletCircle";
 
-                 Transform redCircle = rayHitTargetBody.transform.Find("RedCircle");
 
-                 redCircle.gameObject.SetActive(true);
 
-                 redCircle.transform.position = -redCircle.transform.forward * 0.001f + absoluteRay.point;
 
-                 //渲染弹坑
 
-                 if (GlobalData.MyDeviceMode == DeviceMode.Gun)
 
-                 {
 
-                     Transform crater = transform.Find("Crater");
 
-                     crater.rotation = redCircle.rotation;
 
-                 }
 
-             }
 
-         }
 
-         SetUpBeforFly();
 
-         if (GlobalData.MyDeviceMode == DeviceMode.Archery)
 
-         {
 
-             Transform cameraTF = this.transform.Find("Camera");
 
-             cameraTF.gameObject.SetActive(true);
 
-             arrowCameraComp = cameraTF.gameObject.AddComponent<ArrowCamera>();
 
-             arrowCameraComp.arrow = this;
 
-         }
 
-         this.activeEffectTrail(true);
 
-     }
 
-     /**在箭飞行前初始化&如果瞄准射线的落点在靶子上时,才调用该函数 */
 
-     void SetUpBeforFly()
 
-     {
 
-         //基础角
 
-         float baseAngleX = FormatAngleX(this.transform.eulerAngles.x);
 
-         //最大可调整的角度差
 
-         float maxDeltaAngleX = 5;
 
-         //最终角
 
-         float finalAngleX = baseAngleX;
 
-         //额外偏移误差角
 
-         float offsetAngleX = FormatAngleX(this.finalAngleAfterOffset.x) - baseAngleX;
 
-         float offsetAngleY = FormatAngleY(this.finalAngleAfterOffset.y - this.transform.eulerAngles.y);
 
-         if (DebugArrowOffsetAngle.ins)
 
-         {
 
-             offsetAngleX *= DebugArrowOffsetAngle.ins.GetOffsetScaleValue();
 
-             offsetAngleY *= DebugArrowOffsetAngle.ins.GetOffsetScaleValue();
 
-         }
 
-         else
 
-         {
 
-             offsetAngleX *= this.armBow.shootOffsetAngleScale;
 
-             offsetAngleY *= this.armBow.shootOffsetAngleScale;
 
-         }
 
-         DebugArrowOffsetAngle2.ins?.SetOffsetAngles(offsetAngleX, offsetAngleY);
 
-         if (absoluteRay.transform)
 
-         {
 
-             bool plusOffsetAngleY = false;
 
-             //看能否通过调整发射角让箭落在靶子的瞄准点上
 
-             CalculateParabolaAngle(absoluteRay.point);
 
-             //瞄准的是不是Target层
 
-             bool isTargetLayer = IsTargetLayer(absoluteRay.transform.gameObject);
 
-             //绝对发射角无解
 
-             if (!hasParabolaAngle)
 
-             {
 
-                 if (isTargetLayer) AimLoadChecker.ins?.ShowOutTip();
 
-             }
 
-             else
 
-             {
 
-                 //来到这里,证明发射角有解,该解姑且叫它绝对角
 
-                 float absoluteAngleX = parabolaAngleInRadian / Mathf.PI * 180;
 
-                 //客户要求绝对角跟原本角度相差不能超过 maxDeltaAngleX
 
-                 float deltaAngleX = absoluteAngleX - baseAngleX;
 
-                 //如果绝对角跟原本角度相差不超过maxDeltaAngleX
 
-                 if (Mathf.Abs(deltaAngleX) < maxDeltaAngleX)
 
-                 {
 
-                     finalAngleX = Mathf.Clamp(absoluteAngleX + offsetAngleX, -89, 89);
 
-                     plusOffsetAngleY = true;
 
-                     if (Math.Abs(offsetAngle) < 0.001)
 
-                     {
 
-                         canPerfectHit = true;
 
-                     }
 
-                     if (rayHitTargetBody && Mathf.RoundToInt(rayHitTargetBody.GetDistance()) >= 50 && UnityEngine.Random.value < 0.5)
 
-                     {
 
-                         canUseSideCamera = true;
 
-                     }
 
-                 }
 
-                 else
 
-                 {
 
-                     finalAngleX = Mathf.Clamp(baseAngleX + maxDeltaAngleX, -89, 89);
 
-                     if (isTargetLayer) AimLoadChecker.ins?.ShowOutTip();
 
-                 }
 
-             }
 
-             finalPoint = absoluteRay.point;
 
-             if (plusOffsetAngleY)
 
-             {
 
-                 Vector3 myPos = this.transform.position;
 
-                 Vector3 pointer = finalPoint - myPos;
 
-                 pointer = Quaternion.AngleAxis(offsetAngleY, Vector3.up) * pointer;
 
-                 finalPoint = myPos + pointer;
 
-                 this.transform.LookAt(finalPoint);
 
-             }
 
-         }
 
-         else
 
-         {
 
-             finalPoint = this.transform.position + this.transform.forward * 100;
 
-         }
 
-         parabolaAngleInRadian = finalAngleX / 180 * Mathf.PI;
 
-     }
 
-     /*
 
-     因为Unity引擎的规则,向上时359~270度,向下是0~90度
 
-     为了方便数学运算,换算成 向上时0~90度,向下是0~-90度
 
-     */
 
-     float FormatAngleX(float value)
 
-     {
 
-         if (value > 180) value = 360 - value;
 
-         else value = -value;
 
-         return value;
 
-     }
 
-     /**UnityY轴旋转只有0°~360°,两个Y轴旋转相减求得的夹角时会出现>180的情况,该函数就是为了解决这问题 */
 
-     float FormatAngleY(float value)
 
-     {
 
-         if (Mathf.Abs(value) > 180)
 
-         {
 
-             if (value < 0)
 
-             {
 
-                 return 360f + value;
 
-             }
 
-             if (value > 0)
 
-             {
 
-                 return value - 360f;
 
-             }
 
-         }
 
-         return value;
 
-     }
 
-     bool IsTargetLayer(GameObject gameObject)
 
-     {
 
-         return (1 << gameObject.layer) == LayerMask.GetMask("Target");
 
-     }
 
-     public Transform Head()
 
-     {
 
-         return this.transform.Find("Head");
 
-     }
 
-     /**发射角有无解 */
 
-     bool hasParabolaAngle = false;
 
-     /**发射角弧度解 */
 
-     float parabolaAngleInRadian = 0;
 
-     /**
 
-         求弓箭发射到指定坐标所需要的角度。
 
-         已知初速度大小V,重力g,起始坐标(a1,a2),目标坐标(b1,b2)。
 
-         解:
 
-         1、列出关系式
 
-         Δx = b1 - a1;
 
-         Δy = b2 - a2;
 
-         Vx = V * cos(angle)
 
-         Vy = V * sin(angle)
 
-         Vy * t + 1/2 * g * t^2 = Δy
 
-         Vx * t = Δx
 
-         t = Δx / Vx
 
-         2、推导过程
 
-         (V * sin(angle)) * Δx / (V * cos(angle)) + 1/2 * g * Δx^2 / (V^2*cos(angle)^2) = Δy
 
-         tan(angle) * Δx + 1/2 * g * Δx^2 / (V^2*cos(angle)^2) = Δy
 
-         tan(angle) * Δx + 1/2 * g * (Δx^2 / V^2) * (1 + tan(angle)^2) = Δy
 
-         3、根据求根公式得出结论
 
-         a = 1/2 * g * Δx^2 / V^2
 
-         b = Δx
 
-         c = a -  Δy
 
-         d = tan(angle) = (-b ± (b^2 - 4*a*c)^0.5) / (2*a)
 
-         angle = atan(d) 
 
-         有无根的判别式,有根则b^2-4*a*c>=0
 
-     */
 
-     void CalculateParabolaAngle(Vector3 destination)
 
-     {
 
-         float deltaX = Vector2.Distance(
 
-             new Vector2(destination.x, destination.z),
 
-             new Vector2(this.transform.position.x, this.transform.position.z)
 
-         );
 
-         float deltaY = destination.y - this.transform.position.y;
 
-         float a = 0.5f * Physics.gravity.y * Mathf.Pow(deltaX, 2) / Mathf.Pow(this.mySpeed, 2);
 
-         float b = deltaX;
 
-         float c = a - deltaY;
 
-         hasParabolaAngle = Mathf.Pow(b, 2) - 4 * a * c >= 0;
 
-         if (hasParabolaAngle)
 
-         {
 
-             float res1 = (-b + Mathf.Pow(Mathf.Pow(b, 2) - 4 * a * c, 0.5f)) / (2 * a);
 
-             float res2 = (-b - Mathf.Pow(Mathf.Pow(b, 2) - 4 * a * c, 0.5f)) / (2 * a);
 
-             parabolaAngleInRadian = Mathf.Min(Mathf.Atan(res1), Mathf.Atan(res2));
 
-         }
 
-     }
 
-     void FixedUpdate()
 
-     {
 
-         if (!isHit && flyTime >= 0)
 
-         {
 
-             flyTime += Time.deltaTime;
 
-             if (flyTime > 14)
 
-             {
 
-                 FlyTimeOut();
 
-             }
 
-             // this.UpdateRotate();
 
-         }
 
-     }
 
-     public ArrowSync.SyncData outputSyncData;
 
-     void Update()
 
-     {
 
-         UpdateFlyLogic();
 
-         if (GlobalData.pkMatchType == PKMatchType.OnlinePK)
 
-         {
 
-             if (outputSyncData == null) outputSyncData = new ArrowSync.SyncData();
 
-             outputSyncData.SetData(this);
 
-         }
 
-     }
 
-     IEnumerator delayFlyTimeOut() {
 
-         yield return new WaitForSeconds(0.8f);//gun_shoot 音频长度
 
-         FlyTimeOut();
 
-     }
 
-     void FlyTimeOut()
 
-     {
 
-         Destroy(gameObject);
 
-         GameMgr.ins.gameMode.HitTarget(0);
 
-         AudioMgr.ins.PlayCheer(false);
 
-         nextShoot();
 
-     }
 
-     float logicFlyTime = 0;
 
-     Vector3 finalPoint;
 
-     /**飞行帧逻辑(运动学) */
 
-     void UpdateFlyLogic()
 
-     {
 
-         if (isHit) return;
 
-         logicFlyTime += Time.deltaTime;
 
-         Vector3 destination = finalPoint;
 
-         float vx = Mathf.Cos(parabolaAngleInRadian) * mySpeed;
 
-         float t = logicFlyTime;
 
-         float vy = Mathf.Sin(parabolaAngleInRadian) * mySpeed + Physics.gravity.y * t;
 
-         float dy = Mathf.Sin(parabolaAngleInRadian) * mySpeed * t + 0.5f * Physics.gravity.y * Mathf.Pow(t, 2);
 
-         float dx = vx * t;
 
-         Vector3 nextPosition = new Vector3(destination.x - shootOutPosition.x, 0, destination.z - shootOutPosition.z);
 
-         nextPosition = nextPosition.normalized * dx;
 
-         nextPosition.y = dy;
 
-         nextPosition = shootOutPosition + nextPosition;
 
-         Vector3 oldPosition = this.transform.position;
 
-         this.transform.position = nextPosition;
 
-         Vector3 eulerAngles = this.transform.eulerAngles;
 
-         float angleX = Mathf.Atan(vy / vx) / Mathf.PI * 180;
 
-         eulerAngles.x = -angleX;
 
-         this.transform.eulerAngles = eulerAngles;
 
-         float deltaDistance = Vector3.Distance(oldPosition, nextPosition);
 
-         Ray ray = new Ray(oldPosition, nextPosition - oldPosition);
 
-         RaycastHit raycastHit;
 
-         bool raycastResult = Physics.Raycast(ray, out raycastHit, deltaDistance);
 
-         if (raycastResult)
 
-         {
 
-             this.transform.position = raycastHit.point;
 
-             if (ArrowTraceDebug.ins) ArrowTraceDebug.ins.OnArrowUpdate(this);
 
-             OnHitAnyInFlyLogic(raycastHit);
 
-         }
 
-         else
 
-         {
 
-             if (ArrowTraceDebug.ins) ArrowTraceDebug.ins.OnArrowUpdate(this);
 
-         }
 
-     }
 
-     public class HitType
 
-     {
 
-         public static int None = 0;
 
-         public static int TargetInRing = 1; //击中了靶子,且在得分环内
 
-         public static int TargetOutRing = 2; //击中了靶子,但不在得分环内
 
-         public static int NotTarget = 4; //击中非目标对象
 
-         public static int Animal = 5; //击中动物
 
-     }
 
-     [NonSerialized] public int hitType = HitType.None;
 
-     [NonSerialized] public Transform raycastHitTransform; //射线击中的目标变换
 
-     [NonSerialized] public string[] hitTargetAnimalInfo;
 
-     //飞行逻辑中检测到碰撞
 
-     void OnHitAnyInFlyLogic(RaycastHit raycastHit)
 
-     {
 
-         this.Head().position = raycastHit.point;
 
-         this.transform.SetParent(raycastHit.transform.parent);
 
-         string targetName = raycastHit.transform.gameObject.name;
 
-         this.raycastHitTransform = raycastHit.transform;
 
-         if (targetName == "TargetBody")
 
-         {
 
-             Vector3 hitPoint = raycastHit.point;
 
-             if (rayHitTargetBody && canPerfectHit)
 
-             {
 
-                 hitPoint = absoluteRay.point;
 
-                 this.Head().position = hitPoint;
 
-             }
 
-             if (GlobalData.MyDeviceMode == DeviceMode.Archery)
 
-                 this.arrowCameraComp.arrowCameraTemplate?.beforeHit();
 
-             else
 
-                 nextShootFromType();//子弹直接下一轮
 
-             raycastHit.transform.GetComponent<TargetBody>().Hit(this, hitPoint);
 
-         }
 
-         else if (targetName.StartsWith("TargetAnimalPart"))
 
-         {
 
-             hitType = HitType.Animal;
 
-             Vector3 hitPoint = raycastHit.point;
 
-             string partName = targetName.Split(new char[] { '_' })[1];
 
-             if (GlobalData.MyDeviceMode == DeviceMode.Archery)
 
-                 this.arrowCameraComp.arrowCameraTemplate?.beforeHit();
 
-             else
 
-                 nextShootFromType();//子弹直接下一轮
 
-             TargetAnimal targetAnimal = raycastHit.transform.GetComponentInParent<TargetAnimal>();
 
-             targetAnimal.OnHit(this, hitPoint, partName);
 
-             //箭击中的音效
 
-             AudioMgr.ins.PlayArrowEnter();
 
-             //记录击中的部位和动物ID
 
-             hitTargetAnimalInfo = new string[] {
 
-                 targetAnimal.GetOnlineID().ToString(),
 
-                 targetAnimal.targetAnimalParts.IndexOf(raycastHitTransform).ToString(),
 
-                 SyncDataUtil.Vec3ToStr(transform.localPosition),
 
-                 SyncDataUtil.QuatToStr(transform.localRotation),
 
-                 SyncDataUtil.Vec3ToStr(transform.position),
 
-                 SyncDataUtil.QuatToStr(transform.rotation)
 
-             };
 
-         }
 
-         else if (raycastHit.transform.GetComponent<TargetOutBound>())
 
-         { //撞到空气墙当作超时处理
 
-             if (GlobalData.MyDeviceMode == DeviceMode.Archery)
 
-                 FlyTimeOut();
 
-             else
 
-                 StartCoroutine(delayFlyTimeOut());
 
-         }
 
-         else
 
-         {
 
-             if (GlobalData.MyDeviceMode == DeviceMode.Archery)
 
-                 this.arrowCameraComp.arrowCameraTemplate?.beforeHit();
 
-             else
 
-                 nextShootFromType();//子弹直接下一轮
 
-             Hit();
 
-             GameMgr.ins.gameMode.HitTarget(0);
 
-             //击中其它东西时的音效
 
-             hitType = HitType.NotTarget;
 
-             if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "Game")
 
-             {
 
-                 AudioMgr.ins.PlayCheer(false);
 
-             }
 
-             else
 
-             {
 
-                 if (CommonConfig.StandaloneModeOrPlatformB) {
 
-                     AudioMgr.ins.PlayCheer(false);
 
-                 } else {
 
-                     AudioMgr.ins.PlayArrowEnter();
 
-                 }
 
-             }
 
-         }
 
-     }
 
-     public void Hit()
 
-     {
 
-         isHit = true;
 
-         if (GameDebug.ins) GameDebug.ins.ShowRes(absoluteRay.point, this.Head().position);
 
-         //控制箭的特效显示
 
-         this.activeEffectCyclone(false);
 
-         this.activeEffectBomb(true);
 
-         this.activeEffectTrail(false);
 
-         //最新一箭击中后会发光标记
 
-         ArrowLightSick.RecoveryAll();
 
-         this.GetComponentInChildren<ArrowLightSick>().Hit();
 
-     }
 
-     //进入下一轮射击
 
-     [NonSerialized] public bool hasDoneNextShoot = false;
 
-     public void nextShootFromType() {
 
-        // Debug.Log("nextShootFromType:" + GlobalDataTemp.pkMatchType);
 
-         if (GlobalDataTemp.pkMatchType == PKMatchType.LocalPK || GlobalDataTemp.pkMatchType == PKMatchType.OnlinePK)
 
-         {
 
-             StartCoroutine(delayNectShoot());
 
-         }
 
-         else {
 
-             nextShoot();
 
-         }
 
-     }
 
-     IEnumerator delayNectShoot() {
 
-         yield return new WaitForSeconds(1.0f);
 
-         nextShoot();
 
-     }
 
-     public void nextShoot()
 
-     {
 
-         if (hasDoneNextShoot) return;
 
-         hasDoneNextShoot = true;
 
-         GameMgr.ins.gameMode.ResumeTimeCounting(this);
 
-         onDoNextShoot?.Invoke();
 
-         try
 
-         {
 
-             if (AimHandler.ins) AimHandler.ins.Ban9AxisCalculate(false);
 
-             //把瞄准点画成红圈,渲染在靶子上(取消)
 
-             if (rayHitTargetBody)
 
-             {
 
-                 //string typeStr = GlobalData.MyDeviceMode == DeviceMode.Archery ? "RedCircle" : "BulletCircle";
 
-                 Transform redCircle = rayHitTargetBody.transform.Find("RedCircle");
 
-                 redCircle.gameObject.SetActive(false);
 
-             }
 
-             //最新一箭击中后会发光标记(取消)
 
-             ArrowLightSick.RecoveryAll();
 
-         }
 
-         catch (System.Exception e) { Debug.LogError(e.Message + "\n" + e.StackTrace); }
 
-         if (!GameMgr.ins.gameMode.DoNextShoot()) return;
 
-         this.armBow.readyShoot();
 
-     }
 
-     //---------箭矢旋转--------
 
-     Vector3 rotateV3 = new Vector3(0, 0, 1400);
 
-     void UpdateRotate()
 
-     {
 
-         this.Head().Rotate(rotateV3 * Time.deltaTime, Space.Self);
 
-     }
 
-     //---------箭矢特效---------
 
-     public void activeEffectCyclone(bool value)
 
-     {
 
-         this.transform.Find("Head/EF_kuosanquan").gameObject.SetActive(value);
 
-         if (!value) return;
 
-         ParticleSystemRenderer ps = this.transform.Find("Head/EF_kuosanquan/kuosan").GetComponent<ParticleSystemRenderer>();
 
-         ParticleSystemRenderer ps1 = this.transform.Find("Head/EF_kuosanquan/kuosan (1)").GetComponent<ParticleSystemRenderer>();
 
-         DOTween.To(() => ps.minParticleSize, value =>
 
-         {
 
-             ps.minParticleSize = value;
 
-             ps.maxParticleSize = value;
 
-         }, 0.4f, 0.6f);
 
-         DOTween.To(() => ps1.minParticleSize, value =>
 
-         {
 
-             ps1.minParticleSize = value;
 
-             ps1.maxParticleSize = value;
 
-         }, 0.8f, 0.6f);
 
-     }
 
-     void activeEffectBomb(bool value)
 
-     {
 
-         this.transform.Find("Head/EF_baodian").gameObject.SetActive(value);
 
-     }
 
-     void activeEffectTrail(bool value)
 
-     {
 
-         if (GlobalData.MyDeviceMode == DeviceMode.Archery)
 
-         {
 
-             this.transform.Find("EF_tuowei").gameObject.SetActive(value);
 
-             this.transform.Find("EF_tuowei/Trail").GetComponent<TrailRenderer>().time = 1.6f / mySpeed;
 
-         }
 
-         else {
 
-             StartCoroutine(showTrail(value));
 
-             
 
-         }
 
-      
 
-     }
 
-     IEnumerator showTrail(bool value) {
 
-         this.transform.Find("EF_tuowei_bullet").gameObject.SetActive(value);
 
-         //this.transform.Find("EF_tuowei_bullet/Trail").GetComponent<TrailRenderer>().time = 0;
 
-         yield return new WaitForEndOfFrame();
 
-         this.transform.Find("EF_tuowei_bullet/GB_flame_FX_1").gameObject.SetActive(true);
 
-         //this.transform.Find("EF_tuowei_bullet/Trail").GetComponent<TrailRenderer>().time = 0.02f;
 
-         //this.transform.Find("EF_tuowei_bullet/Trail").GetComponent<TrailRenderer>().time = 1.6f / mySpeed;
 
-     }
 
- }
 
 
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