private IEnumerator InterruptionFeedback(AttackController attack) { //cameraLock.SetTarget(attack.transform); //cameraLock.LockOn(false); //cameraLock.SetState(0); animatorInterruption.SetTrigger("Feedback"); /*animatorCanvasAction.speed = 0f; attack.SetAnimSpeed(0); globalCamera.ActivateCameraAction(false); yield return new WaitForSeconds(0.4f);*/ animatorCanvasAction.speed = 0.1f; attack.SetAnimSpeed(0.1f); globalCamera.ActivateCameraAction(true); yield return new WaitForSeconds(1f); animatorCanvasAction.speed = 1; float t = 0f; float animSpeed = 0; while(t < 1f) { t += (Time.deltaTime * 2); animSpeed = Mathf.Lerp(0.2f, 1f, t); attack.SetAnimSpeed(animSpeed); } attack.SetAnimSpeed(1f); }
// ======================================================================================================== public void StartFeverAim() { feverDecisionButton.gameObject.SetActive(false); feverOutlineFeedback.SetTrigger("Start"); feverUpdate = false; targetAim.CharacterAnimation.SetCharacterMotionSpeed(0.8f); targetAim.CharacterDamage.IsInvulnerable = false; reticlePosition.gameObject.SetActive(false); aimReticleFever.ShowAimReticle(); aimReticleFever.SetTarget(targetAim.CharacterCenter); aimReticleFever.AddCharacterAiming(playerCharacters[playerCharacters.Count-1]); aimReticleFever.StartAim(); aimReticleFever.SetMainColor(playerCharacters[playerCharacters.Count - 1].CharacterEquipement.GetWeapon()); globalCamera.ActivateCameraAction(false); globalCamera.GetCameraAction().SetParent(null, false); attackController.SetAnimSpeed(); // Set la vitesse de l'anim a 1 puisque l'anim se fige au début du fever time for(int i = 0; i < playerCharacters.Count; i++) { playerCharacters[i].CharacterDirection.LookAt(targetAim.transform); playerCharacters[i].CharacterAction.ShowFeverAim(true); playerCharacters[i].CharacterAnimation.UserDisappear(); //playerCharacters[i].CharacterAnimation.PlayTrigger("FeverAim"); } StopCoroutine(); feverCoroutine = FeverTimeCoroutine(); StartCoroutine(feverCoroutine); }