/* public - [Event] Function
     * 프랜드 객체가 호출                       */

    // ========================================================================== //

    /* protected - [abstract & virtual]         */

    /* protected - [Event] Function
     * 자식 객체가 호출                         */

    /* protected - Override & Unity API         */

    protected override void OnAwake()
    {
        base.OnAwake();

        _pSpriteAnimation = GetComponent <CUI2DSpriteAnimation>();
        _pSpriteAnimation.p_EVENT_OnEndAnim += OnFinishSpriteAnimation;
    }
Beispiel #2
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    /* protected - [Event] Function
     * 자식 객체가 호출                         */

    /* protected - Override & Unity API         */

    protected override void OnAwake()
    {
        base.OnAwake();

        _pParticleSystem = GetComponentInChildren <ParticleSystem>();
#if NGUI
        _p2DSpriteAnimation = GetComponentInChildren <CUI2DSpriteAnimation>();
#endif

        OnDefineEffect();
    }