private IEnumerator <CoroutinePhase> DeadTimer() { const float WAITTIME = 3f; yield return(Suspend.Do(WAITTIME)); if (GetComponent <DissolveShader>() != null) { DissolveShader shader = GetComponent <DissolveShader>(); shader.Process(); } yield return(Suspend.Do(WAITTIME)); Character.Restore(); }
public override void OnStart() { /* // Enemy character add collider : 지혜 01.05 * CapsuleCollider Capcol = gameObject.AddComponent<CapsuleCollider>(); * Capcol.isTrigger = true;*/ if (hpBar != null) { hpBar.SetActive(false); } if (citizenUi != null) { citizenUi.SetActive(true); } if (hp_point != null) { hp_point.fillAmount = 1; } m_data.agent = GetComponent <NavMeshAgent>(); m_data.agent.enabled = false; m_data.target = null; Character.AnimatorAction.Initialize <AnimatorActionCharacter>(); if (Character.Team == TeamFlag.Enemy) { if (EnemyType.None != enemyType) { Character.m_actorUIData.show = UIManager.Instance.Open("UIEnemyShow", true, false, enemyType) as UIEnemyShow; Character.m_actorUIData.show.TargetInfo = Character.m_actorUIData.showPos; } //PJY 17.01.05 UIEnemyShow //CoroutineManager.Instance.Register(Delay()); if (enemyRed == EnemyRed.Red) // 위험한적 Red UI(UIEnemyCircleHP_Red) 표시 { //Character.m_actorUIData.c_show = UIManager.Instance.Open("UIEnemyCircleHP_Red", true) as UIEnemyCircleHP; //Character.m_actorUIData.c_show.TargetInfo = Character.m_actorUIData.c_hpPos; } m_rigidbodys = Character.GetComponentsInChildren <Rigidbody>(); for (int i = 0; i < m_rigidbodys.Length; i++) { m_rigidbodys[i].useGravity = true; m_rigidbodys[i].isKinematic = true; } m_animator = Character.GetComponent <Animator>(); if (!m_animator.isActiveAndEnabled) { m_animator.enabled = true; } m_ragdoll = Character.GetComponent <Ragdoll>(); if (GetComponent <DissolveShader>() != null) { DissolveShader shader = GetComponent <DissolveShader>(); shader.Init(); } } else if (Character.Team == TeamFlag.Hostage) { m_rigidbodys = Character.GetComponentsInChildren <Rigidbody>(); for (int i = 0; i < m_rigidbodys.Length; i++) { m_rigidbodys[i].useGravity = true; m_rigidbodys[i].isKinematic = true; } m_animator = Character.GetComponent <Animator>(); if (!m_animator.isActiveAndEnabled) { m_animator.enabled = true; } m_ragdoll = Character.GetComponent <Ragdoll>(); if (GetComponent <DissolveShader>() != null) { DissolveShader shader = GetComponent <DissolveShader>(); shader.Init(); } // return; //Character.m_actorUIData.show = UIManager.Instance.Open("UIEnemyShow", true, false, enemyType) as UIEnemyShow; //Character.m_actorUIData.show.TargetInfo = Character.m_actorUIData.showPos; } }