using UnityEngine; namespace MoleMole { public class HeadTailPaster : Paster { [Header("Head Target Transform")] public Transform HeadTransform; [Header("Tail Target Transform")] public Transform TailTransform; private float _origSize; protected override void Start() { base.Start(); _origSize = Size; } protected override void Update() { Vector3 position = (HeadTransform.position + TailTransform.position) * 0.5f; Vector3 normalized = (HeadTransform.position - TailTransform.position).normalized; float num = ((!(position.y < 1f)) ? position.y : 1f); Size = _origSize * Mathf.Lerp(1f, 0.4f, (num - 1f) / 3f); float y = position.y; position.y = 0f; normalized.y = 0f; _pasterTrsf.position = position; _pasterTrsf.forward = normalized; _pasterTrsf.localScale = base.transform.localScale * Size; float value = Mathf.Clamp01(1f - (y - FalloffStartDistance) / FalloffEndDistance); _material.SetFloat("_Falloff", value); } } }