private IEnumerator SwitchToWater() { playerElementalState = PlayerElementalState.WATER; glowMaterial.SetColor("Color_ec00cd6084ac4d0b9d49bfeaac867853", waterColor); trailMaterial.color = waterColor; Debug.Log("Switch to water"); sword.SetActive(true); bow.SetActive(false); switchEffect.startColor = waterColor; var switchEffectEmission = switchEffect.emission; switchEffectEmission.enabled = true; yield return(new WaitForSeconds(0.3f)); switchEffectEmission.enabled = false; yield return(null); }
private IEnumerator SwitchToLight() { playerElementalState = PlayerElementalState.LIGHT; glowMaterial.SetColor("Color_ec00cd6084ac4d0b9d49bfeaac867853", lightColor); trailMaterial.color = lightColor; Debug.Log("Switch to ligth"); bow.SetActive(true); sword.SetActive(false); switchEffect.startColor = lightColor; var switchEffectEmission = switchEffect.emission; switchEffectEmission.enabled = true; inAction = true; usingRootMotion = true; ani.SetTrigger("switch_bow"); yield return(new WaitForSeconds(0.3f)); switchEffectEmission.enabled = false; yield return(new WaitForSeconds(0.5f)); inAction = false; usingRootMotion = false; }