IEnumerator MonsterFade() { Looping = true; this.Audio.Play(); yield return(StartCoroutine(pannelController.CustomFade(1f, 0.05f))); // 사운드 출력 // ... yield return(new WaitForSeconds(0.3f)); Monsteranimator.SetBool("isStop", false); yield return(StartCoroutine(pannelController.CustomFade(0.04f))); Monsteranimator.SetBool("isStop", true); Looping = false; yield break; }
IEnumerator MainRoutine() { // 이동 불가 상태 //characterMover.moveType = CharacterMover.MoveType.LOCK; //characterMover.myAnimator.SetBool("IsWalk", false); FindObjectOfType <Chapter2FirewallEvent>().isReady = false; // 불릿 타임 연출 Time.timeScale = 0.3f; //// 괴물 움직임 코루틴 시작 //StartCoroutine(monsterControl); for (int i = 0; i < 3; i++) { //StartCoroutine(MonsterControl()); objMonster.GetComponent <Rigidbody2D>().AddForce(new Vector3(200, 0, 0)); //AudioSource.Play(); yield return(StartCoroutine(pannelController.CustomFade(0.5f, 0.2f))); // 괴물 움직임 //objMonster.GetComponent<Rigidbody2D>().AddForce(new Vector3(200, 0, 0)); yield return(StartCoroutine(pannelController.CustomFade(0.85f, 0.3f))); //yield return new WaitForSeconds(1.0f); } //// 패널 움직임 종료 시 괴물 움직임 멈춤 //StopCoroutine(monsterControl); // 이동 불가 상태 해제 //characterMover.moveType = CharacterMover.MoveType.COMMANDMOVE; Time.timeScale = 1.0f; yield break; }