Ejemplo n.º 1
0
    protected virtual void FixedUpdate()
    {
        if (State != UnitState.Dead)
        {
            UpdateMove();
        }
        UpdateForce();

        CrowdControlGroup.ForEach(crowdControl => crowdControl.OnFixedUpdate());
    }
Ejemplo n.º 2
0
 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;
 }
Ejemplo n.º 3
0
    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
    }