コード例 #1
0
    public IEnumerator UltimatePlay(UltiPattern pattern, float delay)
    {
        for (int i = 0; i < pattern.startTrans.Length; i++)
        {
            yield return(new WaitForSeconds(delay));

            GameObject flower = BossEffects.Instance.flower.ItemSetActive(pattern.targetTrans[i].position);
            flower.GetComponent <BossUltEffect>().setEffect.PlayEffects();

            flowerLists[currentList].Add(flower);

            // 대충 이펙트 호출하는 코드
        }

        Invoke("SetBeams", 0.2f);
    }
コード例 #2
0
    public IEnumerator SetBeam(UltiPattern pattern)
    {
        var sound = _manager.sound.ririsSFX;

        int value = currentList;

        for (int i = 0; i < pattern.startTrans.Length; i++)
        {
            yield return(new WaitForSeconds(0.1f));

            GameObject beam = BossEffects.Instance.beam.ItemSetActive(pattern.startTrans[i].position);
            beamLists[value].Add(beam);
            beam.transform.LookAt(pattern.targetTrans[i].position);
            StartCoroutine(Shake.instance.ShakeCamera(0.15f, 0.1f, 0.1f));

            sound.PlayRirisSFX(_manager.gameObject, sound.ultBeam);
            Invoke("BlastSound", 0.8f);

            flowerLists[value][i].GetComponent <BossUltEffect>().impactEffect.PlayEffects();
        }

        yield return(StartCoroutine(SetFalse(beamLists[value], flowerLists[value])));
    }
コード例 #3
0
 void Fifth()
 {
     currentPattern = ultiPatterns[4];
     currentList    = 4;
     StartCoroutine(UltimatePlay(currentPattern, 0.01f));
 }
コード例 #4
0
 void Fourth()
 {
     currentPattern = ultiPatterns[3];
     currentList    = 3;
     StartCoroutine(UltimatePlay(currentPattern, 0.01f));
 }
コード例 #5
0
 void Third()
 {
     currentPattern = ultiPatterns[2];
     currentList    = 2;
     StartCoroutine(UltimatePlay(currentPattern, 0.01f));
 }
コード例 #6
0
 void Second()
 {
     currentPattern = ultiPatterns[1];
     currentList    = 1;
     StartCoroutine(UltimatePlay(currentPattern, 0.01f));
 }
コード例 #7
0
 void First()
 {
     currentPattern = ultiPatterns[0];
     currentList    = 0;
     StartCoroutine(UltimatePlay(currentPattern, 0.01f));
 }