public void LightCheck(float Damage, bool Prism) { if (LightCount > 0) { LightCount -= Damage; } else if (LightCount == 0) { LightCount = 0; if (!Prism) { rigidbody.velocity = new Vector2(0, rigidbody.velocity.y); PS = PlayerState.Die; ui.FadeIn(); SetItem = false; render.color = new Color(render.color.r, render.color.b, render.color.b, 0); DieEffect.transform.position = transform.position; DieEffect.SetActive(true); rigidbody.simulated = false; if (SceneManager.GetActiveScene().name == "BossStage") { camera.CameraShake(); } } } }
public void DoorOn() { Off = true; renderer.flipX = true; trap.enabled = false; if (!Fall) { for (int i = 0; i < Doors.Length; i++) { if (DT == DoorType.Rock) { Audio.OnePlay(7); } if (DT == DoorType.Wood) { Audio.OnePlay(14); } if (DT == DoorType.Bush) { Audio.OnePlay(13); } Doors[i].On = true; } } else { Rock.FallingOn(); } cameraMove.CameraShake(); }
//페이즈 1 void Phase01() { OffDummyLazer(); camera.CameraShake(); Audio.OnePlay(17); for (int i = 0; i < Lazers.Length; i++) { Lazers[i].SetActive(true); } if (SubPhase == 0) { Invoke("Complete", Time.Phase1); } else { Invoke("SubComplete", Time.Phase1); } }