public void playerStateUpdate(int attackPlayerNum) { //if (!pv.isMine) //{ // return; //} //else //{ sbm.HpBarSlider.value = (currHp * 0.01f); if (currHp <= 0 && playerStateNum != Constants.DEAD) { playerStateNum = Constants.DEAD; //모든 루틴 멈춰야할지? StopAllCoroutines(); CancelInvoke(); pv.RPC("AddScore", PhotonTargets.AllBufferedViaServer, attackPlayerNum); //순서 중요 hpBarObj.SetActive(false); //NGUI는 바로 Destroy..를 해야 에러가 안뜸.. //otherUIobj.SetActive(false); Destroy(otherUIobj); optionManager.InventoryObj.SetActive(false); Camera.main.transform.position = new Vector3(deathCamPivot.transform.position.x, deathCamPivot.transform.position.y, deathCamPivot.transform.position.z); Camera.main.transform.eulerAngles = new Vector3(deathCamPivot.transform.eulerAngles.x, deathCamPivot.transform.eulerAngles.y, deathCamPivot.transform.eulerAngles.z); charMove.AnimBool("death", true); Invoke("DelayGameOverTime", 5.0f); } else if (currHp > 0 && playerStateNum != Constants.DEAD) { //플레이어 상태가 Constants.NONE 이면 Visble 작업 처리 하지 않음. pv.RPC("SetPlayerVisible", PhotonTargets.AllBufferedViaServer, true, currHp, Constants.NONE); } //} }