using System; using System.Collections; using System.Collections.Generic; using Invector.vCharacterController.AI; using Sirenix.OdinInspector; using UnityEngine; namespace Beyond { public class CorpsBurnout : MonoBehaviour { // Start is called before the first frame update public Renderer[] m_meshesToDissolve; public PSMeshRendererUpdater m_effect; Material[] m_dissolveMaterial; public float m_burnoutTime = 3f; public float m_destroyTime = 5f; public float m_delay = 1f; public Light m_lightToAnimate; private bool m_started = false; private vControlAICombat m_AICombat; void Start() { if (m_AICombat == null) { m_AICombat = GetComponent(); if (m_AICombat) { m_AICombat.onDead.AddListener((arg0 => { StartBurnout();})); } } int matNum = 0; if (m_meshesToDissolve.Length == 0) { m_meshesToDissolve = transform.GetComponentsInChildren(); } for (int i = 0; i < m_meshesToDissolve.Length; i++) { matNum += m_meshesToDissolve[i].materials.Length; } m_dissolveMaterial = new Material[matNum]; int cnt = 0; for (int i = 0; i < m_meshesToDissolve.Length; i++) { for (int j=0; j