public override IEnumerator AuraParticle() { yield return(new WaitForSeconds(0.1f)); AuraObject.SetActive(true); bIsAura = true; while (true) { yield return(null); fAuraTime += Time.deltaTime; if (fAuraTime > 3.0f) { break; } } if (bIsAura == false) { yield break; } fAuraTime = 0.0f; AuraObject.SetActive(false); bIsAura = false; }
protected override void OnEnable() { if (m_CharacterChangeData == null || nBatchIndex == -1) { return; } bIsComplate = false; nGrade = m_CharacterChangeData.grade; E_STATE = E_ArbaitState.E_WAIT; CheckCharacterState(E_STATE); SpawnManager.Instance.InsertWeaponArbait(m_CharacterChangeData.index, nBatchIndex); m_bIsApplyBuff = false; m_fBuffTime = 0.0f; dChangeRepair = 0.0f; fChangeCritical = 0.0f; AuraObject.SetActive(false); }
public void DisableAura() { if (AuraObject != null) { AuraObject.SetActive(false); } IsActive = false; }
protected override void OnEnable() { if (m_CharacterChangeData == null && nBatchIndex == -1) { return; } bIsComplate = false; nGrade = m_CharacterChangeData.grade; E_STATE = E_ArbaitState.E_WAIT; CheckCharacterState(E_STATE); SpawnManager.Instance.InsertWeaponArbait(m_CharacterChangeData.index, nBatchIndex); AuraObject.SetActive(false); }
protected override void Awake() { base.Awake(); AuraObject.SetActive(false); nIndex = (int)E_ARBAIT.E_ICE; m_CharacterChangeData.name = name; normalParticlePool = GameObject.Find("IceNormalRepairPool").GetComponent <SimpleObjectPool> (); CriticalParticlePool = GameObject.Find("IceCriticalRepairPool").GetComponent <SimpleObjectPool> (); strSkillExplain = string.Format("물 Plus {0}%, 크리데미지 {1}% 증가", m_CharacterChangeData.fSkillPercent, m_CharacterChangeData.fSkillPercent); m_CharacterChangeData.strExplains = string.Format("물 Plus {0}%, 크리데미지 {1}% 증가", m_CharacterChangeData.fSkillPercent, m_CharacterChangeData.fSkillPercent); m_CharacterChangeData.strPurchasing = string.Format("{0} / 20 이상 클리어", m_CharacterChangeData.nScoutCount); }
public void EnableAura() { if (AuraObject == null && Player != null) { AuraObject = Object.Instantiate(ExtraResources.AURA, Player.transform); AuraObject.SetActive(false); } if (Player != null) { var LocalPlayer = PlayerControl.LocalPlayer; if (LocalPlayer.PlayerId == Player.PlayerId || Show || LocalPlayer.Data.IsDead) { AuraObject.SetActive(true); } } Cooldown.Use(); IsActive = true; }