/* public - [Event] Function * 프랜드 객체가 호출 */ // ========================================================================== // /* protected - [abstract & virtual] */ /* protected - [Event] Function * 자식 객체가 호출 */ /* protected - Override & Unity API */ protected override void OnAwake() { base.OnAwake(); _pSpriteAnimation = GetComponent <CUI2DSpriteAnimation>(); _pSpriteAnimation.p_EVENT_OnEndAnim += OnFinishSpriteAnimation; }
/* protected - [Event] Function * 자식 객체가 호출 */ /* protected - Override & Unity API */ protected override void OnAwake() { base.OnAwake(); _pParticleSystem = GetComponentInChildren <ParticleSystem>(); #if NGUI _p2DSpriteAnimation = GetComponentInChildren <CUI2DSpriteAnimation>(); #endif OnDefineEffect(); }