//난투장에서 색깔변경 public void ChangeNameColor() { List <long> AttackerList = (G_GameInfo.GameInfo as FreeFightGameInfo).KillAttackerRoleId; if (G_GameInfo.GameMode == GAME_MODE.FREEFIGHT && FreeFightGameState.GameMode == GAME_MODE.FREEFIGHT) { List <GameObject> objList = poolDic[ShowingType.Head]; int loopCount = objList.Count; for (int i = 0; i < loopCount; i++) { GameObject obj = objList[i]; HeadObject head = obj.GetComponent <HeadObject>(); head.ChangeNameColor(false); for (int j = 0; j < AttackerList.Count; j++) { if (head.Owner as Pc && (ulong)AttackerList[j] == head.Owner.m_rUUID) { if (head != null) { head.ChangeNameColor(true); break; } } } } } }
public void ShowHead(GameObject target, string name, uint prefix, uint suffix, bool isMy) { if (TownState.TownActive) { return; } List <GameObject> objList = poolDic[ShowingType.Head]; bool isCreate = true; int loopCount = objList.Count; for (int i = 0; i < loopCount; i++) { GameObject obj = objList[i]; HeadObject head = obj.GetComponent <HeadObject>(); if (head.Owner != null && head.Owner.cachedTransform == target.transform)//이미 등록되어 있는 유닛. { head.Show(target, name, prefix, suffix, isMy); return; } if (head.IsActivate) { continue; } isCreate = false; head.Show(target, name, prefix, suffix, isMy); break; } if (isCreate) { GameObject headObj = Instantiate(NamePrefab) as GameObject; headObj.transform.AttachTo(transform, true); headObj.SetActive(true); objList.Add(headObj); HeadObject head = headObj.GetComponent <HeadObject>(); head.Show(target, name, prefix, suffix, isMy); } }
private void EnableCharacter() { GunObject.enabled = true; HeadObject.GetComponent <SpriteRenderer>().enabled = true; rigidbody2D.isKinematic = false; }
private void OnEnable() { activeHead = this; }