Esempio n. 1
0
    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);
    }
Esempio n. 2
0
 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));
 }