Esempio n. 1
0
        public sealed override IEnumerator Dead()
        {
            Dispose(false);

            GameManager.Instance.MessageSystem.Publish(MonsterDeadEvent.Create(this, UnitPosition));
            UnitAnimator.SetBool("dead", true);
            yield return(new WaitForSeconds(0.2f));

            GameManager.Instance.EffectSystem.CreateEffect("DeathStandard", this.gameObject.transform.position + new Vector3(0, 0.1f, -0.1f), new Vector3(0.25f, 0.25f, 0.25f), Quaternion.Euler(new Vector3(-90, 0, 0)), 2);
            SoundManager.Instance.PlaySfx("Weird0" + Random.Range(1, 5), 0.1f);
            yield return(new WaitForSeconds(0.1f));

            float alpha = spriteRenderer.material.color.a;

            for (float t = 0.0f; t < 1.0f; t += Time.deltaTime / 1)
            {
                Color newColor = new Color(1, 1, 1, Mathf.Lerp(alpha, 0, t));
                spriteRenderer.material.color = newColor;
                yield return(null);
            }
            UnitAnimator.SetBool("dead", false);
            FieldObjectManager.Instance.ReleaseUnit(unitName, this);
        }
Esempio n. 2
0
 protected void SetPath()
 {
     // 다음 노드로 이동
     if (pathList.Count > 1)
     {
         pathList.RemoveAt(0);
         direction = ((Vector3)pathList[0] - UnitPosition).normalized;
         if (UnitPosition.x <= pathList[0].x)
         {
             spriteRenderer.flipX = true;
         }
         else
         {
             spriteRenderer.flipX = false;
         }
         currentState = MonsterUnitState.Walk;
     }
     else
     {
         Dispose(true);
         GameManager.Instance.MessageSystem.Publish(MonsterDeadEvent.Create(this, UnitPosition));
     }
 }