IEnumerator ChangeClothes(AccessoirSet playerSet, AccessoirSet compSet, bool isActive = true) { //Kleide den Spieler und dessen Companion zurück: Transform parent_playerAcc = player.transform.GetChild(0).GetChild(0).GetChild(0); Transform parent_companionAcc = companion.transform.GetChild(0).GetChild(0).GetChild(0); StartCoroutine(clothObj.DestroyCloths(parent_playerAcc)); yield return(new WaitForSeconds(.2f)); StartCoroutine(clothObj.DestroyCloths(parent_companionAcc)); yield return(new WaitForSeconds(.9f)); //Füge Dektektivkleidung hinzu: foreach (var cloth in playerSet.accessoirs) { StartCoroutine(cloth.CreateCloth(parent_playerAcc)); yield return(new WaitForFixedUpdate()); } yield return(new WaitForSeconds(.2f)); foreach (var cloth in compSet.accessoirs) { StartCoroutine(cloth.CreateCloth(parent_companionAcc)); } yield break; }
public void ChangeClothes(AccessoirSet _playerSet, AccessoirSet _compSet) => StartCoroutine(ChangeClothes(_playerSet, _compSet, true));