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							- using System;
 
- using System.Collections;
 
- using System.Collections.Generic;
 
- using Common.Combat.FxAILogic;
 
- using UnityEngine;
 
- public class S1402_FXLogic : MonoBehaviour
 
- {
 
-     public Vector3 offRotation;
 
-     public Transform[] bodys;
 
-     public float[] bodyDis;
 
-     private Vector3[] defaultPos;
 
-     Quaternion offRotationQ;
 
-     private void Awake()
 
-     {
 
-         bodyDis = new float[bodys.Length];
 
-         defaultPos = new Vector3[bodys.Length];
 
-         defaultPos[0]=bodys[0].position;
 
-         for (int i = 1; i < bodys.Length; i++)
 
-         {
 
-            
 
-             Transform t1 = bodys[i - 1];
 
-             Transform t2 = bodys[i];
 
-             defaultPos[i]=t2.localPosition;
 
-             bodyDis[i] = Vector3.Distance(t1.position, t2.position);
 
-         }
 
-         offRotationQ=Quaternion.Euler(offRotation);
 
-     }
 
-     private void OnEnable()
 
-     {
 
-         for (int i = 0; i < bodys.Length; i++)
 
-         {
 
-             bodys[i].localPosition = defaultPos[i];
 
-         }
 
-     }
 
-     private void LateUpdate()
 
-     {
 
-         bodys[0].rotation *= Quaternion.Euler(0, 270, 0);
 
-         for (int i = 1; i < bodys.Length; i++)
 
-         {
 
-             Transform t1 = bodys[i - 1];
 
-             Transform t2 = bodys[i];
 
-             float d = bodyDis[i];
 
-             Vector3 dir = (t2.position - t1.position).normalized;
 
-             Quaternion q = Quaternion.LookRotation(dir)*offRotationQ;
 
-             t2.rotation=q;
 
-             t2.position = t1.position + dir * d;
 
-         }
 
-     }
 
- }
 
 
  |