protected virtual void FixedUpdate() { if (State != UnitState.Dead) { UpdateMove(); } UpdateForce(); CrowdControlGroup.ForEach(crowdControl => crowdControl.OnFixedUpdate()); }
public override void OnCreated() { CurrentHealthPoint = MaximumHealthPoint; State = UnitState.Lives; DecayTimeLeft = DecayTime; Tension = 0; CrowdControlGroup.Clear(); MaterialApplier.RevertTrigger(); Controller.enabled = true; Invincible = false; Pause = false; RevertLoopOptionOfAttachedParticleSet(true); CastSpeedMultiplier = 1.0f; MovementSpeedMultiplier = 1.0f; NextEvent = UnitEventType.None; }
public virtual void OnDeath() { // <K514>: disable collider not to block other unit when died Controller.enabled = false; // <Carey>: Exception Handling for a node removal issue with this top-down iterator. for (var crowdControlIndex = CrowdControlGroup.Count - 1; crowdControlIndex >= 0; --crowdControlIndex) { CrowdControlGroup[crowdControlIndex].OnTerminate(); } CrowdControlGroup.Clear(); MaterialApplier.RevertTrigger(); MaterialApplier.SetDissolveMaterial(K514MaterialStorage.MAT_STATE.kBurned, 3f); State = UnitState.Dead; Pause = false; UnitBoneAnimator.SetTrigger(BoneAnimator.AnimationState.Dead); // <K514>: Dissable Particle system to Default Setting }