IEnumerator onCompleteCutSceneChracterEffectAni(float waitTime, OnCutSceneAniCallback callback, string aniId, int playNum, int leftPlayNum, int actionOnComplete, GameObject parent) { yield return(new WaitForSeconds(waitTime)); parent.SetActive(true); isEnabled = false; callback(aniId, playNum, leftPlayNum, actionOnComplete); }
public void playCSEffectAni(string aniId, int playNum, int leftPlayNum, int actionOnComplete, OnCutSceneAniCallback callback, GameObject parent) { animation.clip = animation.GetClip(aniId); animation.GetClip(aniId).wrapMode = WrapMode.Once; animation.CrossFade(aniId, aniFadeTime); // 현재는 die 하나만 쓰고 있으니까... 나머지는 무시한다. //StartCoroutine(onCompleteCutSceneChracterEffectAni(animation.GetClip(aniId).length, callback, aniId, playNum, leftPlayNum, actionOnComplete, parent)); }