void OnDisable() { onDie -= OnDie; onRevive -= OnRevive; onChangedCanResurrect -= OnChangedCanResurrect; skeletonAnimation.state.Interrupt -= OnInterruptAnimation; isSuperArmor = false; isBlockMove = false; isBlockAttack = false; airborne = false; notTargeting = false; //if(objHPGauge) // objHPGauge.SetActive(false); //hp게이지 도로 풀로 보냄 if (objHPGauge) { HPGauge ui1 = objHPGauge.GetComponent <HPGauge>(); ui1.Init(null); objHPGauge.SetActive(false); objHPGauge = null; } }
public override void SetBattleGroup(BattleGroup _battleGroup) { if (battleGroup) { battleGroup.blueTeamList.Remove(this); battleGroup.redTeamList.Remove(this); //기존 배틀그룹 관련 콜백 등록 해제 battleGroup.onChangedBattlePhase -= OnChangedBattlePhase; if (buffController && !string.IsNullOrEmpty(battleGroup.dungeonID)) { buffController.DetachBuff(GameDataManager.dungeonBaseDataDic[battleGroup.dungeonID].buffID); } } base.SetBattleGroup(_battleGroup); if (battleGroup) { //배틀그룹 관련 콜백 등록 battleGroup.onChangedBattlePhase += OnChangedBattlePhase; } if (!battleGroup) { //Despawn(); return; } //팀원 추가 될 때 콜백. 패시브 버프 처럼 등장하면서 부터 적용되어야 하는 것들을 위해 필요 if (team == Team.Red) { battleGroup.redTeamList.onAdd += OnAddHeroToTeamList; } else if (team == Team.Blue) { battleGroup.blueTeamList.onAdd += OnAddHeroToTeamList; } //hp게이지 달아주기 if (!objHPGauge) { objHPGauge = Battle.GetObjectInPool(Battle.hpGaugePrefab.name); if (!objHPGauge) { objHPGauge = Instantiate(Battle.hpGaugePrefab, battleGroup.canvasUIBattleCharacter.transform); objHPGauge.name = Battle.hpGaugePrefab.name; Battle.AddObjectToPool(objHPGauge); } } objHPGauge.transform.SetParent(battleGroup.canvasUIBattleCharacter.transform); objHPGauge.SetActive(true); HPGauge ui = objHPGauge.GetComponent <HPGauge>(); ui.Init(this); UpdateActiveState(); }