public void copulateIn() { PlayerDragon.SetActive(false); currentHouse.StateAction = EHouseStateAction.CLOSE; dragonController.isCopulate = true; HouseAction action = currentHouse.GetComponent <HouseAction>(); action.countdown.SetActive(true); action.countdownForeground.fillAmount = 1; EffectSupportor.Instance.fadeInAndDestroy(action.countdown, ESpriteType.UI_SPRITE, 0.8f); StartCoroutine(copulateChild(action, 1)); }
void dragonComeOut() { PlayerDragon.SetActive(true); dragonController.isCopulate = false; }