56 lines
1.2 KiB
C#
56 lines
1.2 KiB
C#
using RoR2.Orbs;
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using UnityEngine;
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public class OrbEffectSingleton : MonoBehaviour
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{
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public static OrbEffectSingleton instance;
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public static OrbEffect[] orbEffectArray;
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public static int numPnts;
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private void Awake()
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{
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if (instance != null)
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{
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Object.DestroyImmediate(this);
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return;
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}
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instance = this;
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orbEffectArray = new OrbEffect[50];
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}
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public static void RegisterInstance(OrbEffect newOrbEffect)
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{
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if (orbEffectArray == null || orbEffectArray.Length == numPnts)
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{
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OrbEffect[] array = new OrbEffect[(int)((float)(numPnts + 1) * 1.5f)];
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orbEffectArray.CopyTo(array, 0);
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orbEffectArray = array;
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}
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newOrbEffect.singletonArrayIndex = numPnts;
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orbEffectArray[numPnts] = newOrbEffect;
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numPnts++;
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}
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public static void UnregisterInstance(OrbEffect orbToDisable)
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{
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int singletonArrayIndex = orbToDisable.singletonArrayIndex;
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if (singletonArrayIndex != numPnts - 1)
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{
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orbEffectArray[singletonArrayIndex] = orbEffectArray[numPnts - 1];
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orbEffectArray[singletonArrayIndex].singletonArrayIndex = singletonArrayIndex;
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}
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orbToDisable.singletonArrayIndex = -1;
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numPnts--;
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}
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public void Update()
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{
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for (int i = 0; i < numPnts; i++)
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{
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orbEffectArray[i].UpdateOrb(Time.deltaTime);
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}
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}
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}
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