private void CrashUpdate() { remainingDamageTime -= Time.deltaTime; if (remainingDamageTime < 0) { ChangeStatus(E_STATUS.ACTIVE); return; } //rootObj.transform.rotation = Quaternion.Euler(0, remainingDamageTime / crashTimePerSec * crashRotationFrequency, 0); remainingFlashingTime -= Time.deltaTime; if (remainingFlashingTime < 0) { remainingFlashingTime = flashingOnCrashTimePreSec; eFlash = (E_FLASHING)(((int)eFlash + 1) % (int)E_FLASHING.MAX); } switch (eFlash) { case E_FLASHING.NORMAL: rendererObj.materials[0].color = Color.white; rendererObj.materials[1].color = Color.white; break; case E_FLASHING.CHANGE: rendererObj.materials[0].color = damageColor; rendererObj.materials[1].color = damageColor; break; } }
private void DamageUpdate() { remainingDamageTime -= Time.deltaTime; if (remainingDamageTime < 0) { ChangeStatus(E_STATUS.ACTIVE); return; } remainingFlashingTime -= Time.deltaTime; if (remainingFlashingTime < 0) { remainingFlashingTime = flashingOnCrashTimePreSec; eFlash = (E_FLASHING)(((int)eFlash + 1) % (int)E_FLASHING.MAX); } switch (eFlash) { case E_FLASHING.NORMAL: rendererObj.materials[0].color = Color.white; rendererObj.materials[1].color = Color.white; break; case E_FLASHING.CHANGE: rendererObj.materials[0].color = damageColor; rendererObj.materials[1].color = damageColor; break; } }