10 if (this.data.randomFlipX && Rand.rnd(2) == 0)
14 if (this.data.randomDelay != 0f)
16 this.timer -= UnityEngine.Random.Range(0f, this.data.randomDelay);
25 if (this.timer > this.data.interval)
27 this.timer -= this.data.interval;
29 if (this.frame >= this.data.TotalFrame)
33 if (this.point !=
null && this.point.cell.detail !=
null)
35 this.point.cell.detail.anime =
null;
36 this.point.cell.TryDespawnDetail();
38 else if (this.renderer !=
null)
40 this.renderer.anime =
null;
47 this.v = this.data.vectors[this.frame];
48 if (this.data.randomMtp != 0f)
50 this.v *= UnityEngine.Random.Range(1f - this.data.randomMtp, 1f +
this.data.randomMtp);
54 this.v.x = this.v.x * -1f;
56 if (this.data.directional)
58 this.v.y = this.dest.y * this.v.x;
59 this.v.x = this.dest.x * this.v.x;
62 if (this.renderer !=
null)
64 RenderObject.currentParam.x += this.v.x;
65 RenderObject.currentParam.y += this.v.y;
66 RenderObject.currentParam.z += this.v.z;
87 public int startFrame;
96 public bool animeBlock;
102 public bool drawBlock;