コード例 #1
0
    private IEnumerator <CoroutinePhase> DeadTimer()
    {
        const float WAITTIME = 3f;

        yield return(Suspend.Do(WAITTIME));

        if (GetComponent <DissolveShader>() != null)
        {
            DissolveShader shader = GetComponent <DissolveShader>();
            shader.Process();
        }

        yield return(Suspend.Do(WAITTIME));

        Character.Restore();
    }
コード例 #2
0
    public override void OnStart()
    {
        /* // Enemy character add collider : 지혜 01.05
         * CapsuleCollider Capcol = gameObject.AddComponent<CapsuleCollider>();
         * Capcol.isTrigger = true;*/

        if (hpBar != null)
        {
            hpBar.SetActive(false);
        }

        if (citizenUi != null)
        {
            citizenUi.SetActive(true);
        }

        if (hp_point != null)
        {
            hp_point.fillAmount = 1;
        }
        m_data.agent         = GetComponent <NavMeshAgent>();
        m_data.agent.enabled = false;
        m_data.target        = null;
        Character.AnimatorAction.Initialize <AnimatorActionCharacter>();

        if (Character.Team == TeamFlag.Enemy)
        {
            if (EnemyType.None != enemyType)
            {
                Character.m_actorUIData.show            = UIManager.Instance.Open("UIEnemyShow", true, false, enemyType) as UIEnemyShow;
                Character.m_actorUIData.show.TargetInfo = Character.m_actorUIData.showPos;
            }

            //PJY 17.01.05 UIEnemyShow
            //CoroutineManager.Instance.Register(Delay());

            if (enemyRed == EnemyRed.Red) // 위험한적 Red UI(UIEnemyCircleHP_Red) 표시
            {
                //Character.m_actorUIData.c_show = UIManager.Instance.Open("UIEnemyCircleHP_Red", true) as UIEnemyCircleHP;
                //Character.m_actorUIData.c_show.TargetInfo = Character.m_actorUIData.c_hpPos;
            }

            m_rigidbodys = Character.GetComponentsInChildren <Rigidbody>();

            for (int i = 0; i < m_rigidbodys.Length; i++)
            {
                m_rigidbodys[i].useGravity  = true;
                m_rigidbodys[i].isKinematic = true;
            }

            m_animator = Character.GetComponent <Animator>();

            if (!m_animator.isActiveAndEnabled)
            {
                m_animator.enabled = true;
            }

            m_ragdoll = Character.GetComponent <Ragdoll>();

            if (GetComponent <DissolveShader>() != null)
            {
                DissolveShader shader = GetComponent <DissolveShader>();
                shader.Init();
            }
        }
        else if (Character.Team == TeamFlag.Hostage)
        {
            m_rigidbodys = Character.GetComponentsInChildren <Rigidbody>();

            for (int i = 0; i < m_rigidbodys.Length; i++)
            {
                m_rigidbodys[i].useGravity  = true;
                m_rigidbodys[i].isKinematic = true;
            }

            m_animator = Character.GetComponent <Animator>();

            if (!m_animator.isActiveAndEnabled)
            {
                m_animator.enabled = true;
            }

            m_ragdoll = Character.GetComponent <Ragdoll>();

            if (GetComponent <DissolveShader>() != null)
            {
                DissolveShader shader = GetComponent <DissolveShader>();
                shader.Init();
            }


            // return;
            //Character.m_actorUIData.show = UIManager.Instance.Open("UIEnemyShow", true, false, enemyType) as UIEnemyShow;
            //Character.m_actorUIData.show.TargetInfo = Character.m_actorUIData.showPos;
        }
    }