private IEnumerator IEDeathEffect() { _hp.SetDieState(); GameMng.CharMng.RemoveChar(UniqueID); _animator.SetTrigger("Die"); while (_animator.GetCurrentAnimatorStateInfo(0).normalizedTime < 1) { yield return(null); } float elapsedTime = 0; float targetTime = 1.6f; _status.RandomItem(); Color originColor = Renderer.color; while (elapsedTime <= targetTime) { elapsedTime += Time.deltaTime; Renderer.color = Color.Lerp(originColor, Color.clear, elapsedTime); yield return(null); } GameMng.Pool.MonsterPush(Data._name, this); Renderer.color = originColor; }