IEnumerator GameStartAfterCountDown() { yield return(new WaitForSeconds(0.3f)); int nCount = 2; m_ReadyLabel.gameObject.SetActive(true); while (nCount > 0) { nCount--; if (nCount == 1) { m_ReadyLabel.text = "Ready !"; } else if (nCount == 0) { m_ReadyLabel.text = "Go !"; } yield return(new WaitForSeconds(1.0f)); } m_ReadyLabel.gameObject.SetActive(false); cStopWatch.INSTANCE.m_isStart = true; m_player.StartCoroutine("FireMain"); yield break; }
public override void Use(cUnit_Player _player = null) { _player.m_FireLevel++; if (_player.m_FireLevel > 2) { _player.m_FireLevel = 2; return; } if (_player.m_FireLevel == 1) { _player.m_leftFirePos.gameObject.SetActive(true); _player.StartCoroutine("FireLeft"); } else if (_player.m_FireLevel == 2) { _player.m_rightFirePos.gameObject.SetActive(true); _player.StartCoroutine("FireRight"); } }
public override void Use(cUnit_Player _player = null) { _player.StartCoroutine("CoActiveMagnet", m_time); }