public override void OnSummoned(PACKET_UNIT_SUMMON_NTF pkt) { playerSide = GameManager.GetPlayerSide(pkt._playerSide); unitName = pkt._unitName; unitId = pkt._unitNum; hp = pkt._hp; //다른 편 유닛인 경우 = 위쪽에 있는 유닛인 경우 if (playerSide != GameManager.playerSide) { transform.eulerAngles = new Vector3( transform.eulerAngles.x, transform.eulerAngles.y + 180.0f, transform.eulerAngles.z); } flyingDesination = new Vector3( pkt._posX * CalculateManager.toClientValue, 0.0f, pkt._posY * CalculateManager.toClientValue); hpBar.OnSummoned(hp); hpBar.transform.position = LogicConstants.UNIT_DISAPPEAR_POS; hpBar.enabled = false; gameObject.transform.position = new Vector3(0.0f, -5.0f, 0.0f); model.SetActive(false); flyingEffect.Stop(true); hatSmr.material = (playerSide == GameManager.playerSide) ? myMat : enemyMat; }
public override void OnSummoned(PACKET_UNIT_SUMMON_NTF pkt) { base.OnSummoned(pkt); if (chargeEffect == null) { chargeEffect = particlePlayer.GetParticle(PARTICLE_TYPE.SparkyCharge); } hatSmr.material = (playerSide == GameManager.playerSide) ? myMat : enemyMat; }
public override void OnSummoned(PACKET_UNIT_SUMMON_NTF pkt) { playerSide = GameManager.GetPlayerSide(pkt._playerSide); unitName = pkt._unitName; unitId = pkt._unitNum; gameObject.transform.position = new Vector3( pkt._posX * CalculateManager.toClientValue, 2.0f, //잘 보이게 좀 위에 설정한다 pkt._posY * CalculateManager.toClientValue); //위치를 설정하고 재생한다 effect.Stop(true); effect.time = 0.0f; //처음장면으로 되돌림 effect.Play(true); SoundManager.GetInstance().Play(EFFECT_TYPE.ArrowBomb, 0.05f); ChangeState <UnitStateDoNothing>(); }
public override void OnSummoned(PACKET_UNIT_SUMMON_NTF pkt) { base.OnSummoned(pkt); hatSmr.material = (playerSide == GameManager.playerSide) ? myMat : enemyMat; }