// Update is called once per frame void Update() { tempoDecorrido += Time.deltaTime; switch (fase) { case faseDaSaida.instanciandoGeiserCriature: T.position += 0.4f * Time.deltaTime * Vector3.up; if (tempoDecorrido > 2) { SkinnedMeshRenderer[] sKs = T.GetComponentsInChildren <SkinnedMeshRenderer>(); foreach (SkinnedMeshRenderer sk in sKs) { sk.enabled = false; } T = GameObject.FindWithTag("Player").transform; T.GetComponent <CharacterController>().enabled = false; GameObject geiser = (GameObject)Instantiate( elementosDoJogo.el.retorna("geiserDeEnergia"), T.position, elementosDoJogo.el.retorna("geiserDeEnergia").transform.rotation); if (C != Color.white) { ParticleSystem P = geiser.GetComponent <ParticleSystem>(); P.startColor = C; } Destroy(geiser, 3); fase = faseDaSaida.instanciandoGeiserPersonagem; tempoDecorrido = 0; } break; case faseDaSaida.instanciandoGeiserPersonagem: T.position += 0.4f * Time.deltaTime * Vector3.up; if (tempoDecorrido > 2) { SkinnedMeshRenderer[] sKs = T.GetComponentsInChildren <SkinnedMeshRenderer>(); foreach (SkinnedMeshRenderer sk in sKs) { sk.enabled = false; } if (tempoDecorrido > 2) { acaoDoItem(); } tempoDecorrido = 0; } break; } }
// Update is called once per frame void Update() { tempoDecorrido+=Time.deltaTime; switch(fase) { case faseDaSaida.instanciandoGeiserCriature: T.position+=0.4f*Time.deltaTime*Vector3.up; if(tempoDecorrido>2) { SkinnedMeshRenderer[] sKs = T.GetComponentsInChildren<SkinnedMeshRenderer>(); foreach(SkinnedMeshRenderer sk in sKs) sk.enabled = false; T = GameObject.FindWithTag("Player").transform; T.GetComponent<CharacterController>().enabled = false; GameObject geiser = (GameObject)Instantiate( elementosDoJogo.el.retorna("geiserDeEnergia"), T.position, elementosDoJogo.el.retorna("geiserDeEnergia").transform.rotation); if(C!=Color.white) { ParticleSystem P = geiser.GetComponent<ParticleSystem>(); P.startColor = C; } Destroy(geiser,3); fase = faseDaSaida.instanciandoGeiserPersonagem; tempoDecorrido = 0; } break; case faseDaSaida.instanciandoGeiserPersonagem: T.position+=0.4f*Time.deltaTime*Vector3.up; if(tempoDecorrido>2) { SkinnedMeshRenderer[] sKs = T.GetComponentsInChildren<SkinnedMeshRenderer>(); foreach(SkinnedMeshRenderer sk in sKs) sk.enabled = false; if(tempoDecorrido>2) { acaoDoItem(); } tempoDecorrido = 0; } break; } }