Beispiel #1
0
        IEnumerator RelievePass()
        {
            StateType = PlayerStateType.Dead;
            Deathtime++;
            _meshModel.SetActive(true);
            //FXrenderer.enabled = false;
            Deadparticles.Play();
            _meshModel.SetActive(false);
            _photonView.RPC("RemoveAllBuff", RpcTarget.All);

            //屏幕特效
            if (_photonView.IsMine)
            {
                _uiController.DisableSkill();
            }
            _board.DataRefresh(this);
            yield return(new WaitForSeconds(1f));



            StateType = PlayerStateType.Relieve;
            if (_photonView.IsMine)
            {
                transform.position = Map.GetRelievePoint();
            }

            /*if (gameObject.GetComponent<PhotonView>().IsMine)
             * {
             *
             *      transform.position = new Vector3(Random.Range(_minPosition.x,_maxPosition.x),Random.Range(_minPosition.y,_maxPosition.y));
             * }*/
            //屏幕特效
            _board.DataRefresh(this);
            yield return(new WaitForSeconds(1f));



            _meshModel.SetActive(true);

            //FXrenderer.enabled = true;
            //AvatarFx.enabled = true;
            _board.DataRefresh(this);
            yield return(new WaitForSeconds(1f));



            if (_photonView.IsMine)
            {
                _uiController.AbleSkill();
            }
            //AvatarFx.enabled = false;
            Controller.Rebuild();
            //_photonView.RPC("Rebuild",RpcTarget.All);
            StateType = PlayerStateType.Alive;
            _board.DataRefresh(this);
        }