IEnumerator CarRush(CarProperty car) { if(rush) yield break; skillUsing = true; rush = true; car.AddSkillTime(); foreach(GameObject effect in speedUpEffects) { effect.active = true; } car.SlowDown(false); car.RPMUp(skillSetting[skillLevel - 1].effectPercent); car.TorqueUp(skillSetting[skillLevel - 1].effectPercent, Color.white); car.CanBrake(false); RushHornAudio.Play(); /* show effect while(){} */ yield return new WaitForSeconds(skillSetting[skillLevel - 1].skillEffectTimes); car.SlowDown(true); car.RPMUp(0); car.TorqueUp(0, Color.white); car.CanBrake(true); foreach(GameObject effect in speedUpEffects) { effect.active = false; } rush = false; skillUsing = false; RushHornAudio.Stop(); }
IEnumerator trashStorm(CarProperty car) { //-----------------------I added------------------------------------------------- // carlevel2 = dc.carLevel; //skills play level1~level5 if(carlevel2==1) { //how long the skill can play skillEffectTime=10.0f; //the car which is effected by the skill it can't stop itself car.CanBrake(false); // if skill played the car will light // GameObject.Find("groundObstacle").active = true; groundObstacle.gameObject.active=true; groundObstacle.transform.position=targetPosition.position; //finish the skill after 5 seconds yield return new WaitForSeconds(skillEffectTime); groundObstacle.gameObject.active=false; screenGarbage.gameObject.active=false; } //skill level2 if(carlevel2==2) { //how long the skill can play skillEffectTime=12.0f; //the car which is effected by the skill it can't stop itself car.CanBrake(false); // if skill played the car will light // GameObject.Find("groundObstacle").active = true; groundObstacle.gameObject.active=true; groundObstacle.transform.position=targetPosition.position; //finish the skill after 5 seconds yield return new WaitForSeconds(skillEffectTime); groundObstacle.gameObject.active=false; screenGarbage.gameObject.active=false; } //skill level3 if(carlevel2==3) { //how long the skill can play skillEffectTime=14.0f; //the car which is effected by the skill it can't stop itself car.CanBrake(false); // if skill played the car will light // GameObject.Find("groundObstacle").active = true; groundObstacle.gameObject.active=true; groundObstacle.transform.position=targetPosition.position; //finish the skill after 5 seconds yield return new WaitForSeconds(skillEffectTime); groundObstacle.gameObject.active=false; screenGarbage.gameObject.active=false; } //skill level4 if(carlevel2==4) { //how long the skill can play skillEffectTime=16.0f; //the car which is effected by the skill it can't stop itself car.CanBrake(false); // if skill played the car will light // GameObject.Find("groundObstacle").active = true; groundObstacle.gameObject.active=true; groundObstacle.transform.position=targetPosition.position; //finish the skill after 5 seconds yield return new WaitForSeconds(skillEffectTime); groundObstacle.gameObject.active=false; screenGarbage.gameObject.active=false; } //skill level5 if(carlevel2==5) { //how long the skill can play skillEffectTime=18.0f; //the car which is effected by the skill it can't stop itself car.CanBrake(false); // if skill played the car will light // GameObject.Find("groundObstacle").active = true; groundObstacle.gameObject.active=true; groundObstacle.transform.position=targetPosition.position; //finish the skill after 5 seconds yield return new WaitForSeconds(skillEffectTime); groundObstacle.gameObject.active=false; screenGarbage.gameObject.active=false; } //-----------------------I added------------------------------------------------- }