public IEnumerator MoveBackward(params object[] list) { float duration = System.Convert.ToSingle(list[0]); float dist = System.Convert.ToSingle(list[1]); string aniType = System.Convert.ToString(list[2]); Actor.AniType eAniType = m_Owner.GetAniType(aniType); float ElapsedTime = 0; float SumX = 0; while (ElapsedTime < duration) { ElapsedTime += Time.deltaTime; Vector3 vPos = m_Owner.transform.position; float tickX = (Time.deltaTime / duration) * dist; SumX += tickX; if (SumX >= dist) { tickX = 0; } if (m_Owner.IsMyTeam) { tickX *= -1; } vPos.x += tickX; m_Owner.transform.position = vPos; m_Owner.PlayAnimation(eAniType); yield return(new WaitForEndOfFrame()); } }
public IEnumerator FadeOut(params object[] list) { float duration = System.Convert.ToSingle(list[0]); float dummy = System.Convert.ToSingle(list[1]); string aniType = System.Convert.ToString(list[2]); Actor.AniType eAniType = m_Owner.GetAniType(aniType); m_Owner.PlayAnimation(eAniType); yield return(m_Owner.HeroAlphaFade(duration)); }
public IEnumerator AnimationDelay(params object [] list) { float delay = System.Convert.ToSingle(list[0]); float dummy = System.Convert.ToSingle(list[1]); string aniType = System.Convert.ToString(list[2]); Actor.AniType eAniType = m_Owner.GetAniType(aniType); m_Owner.PlayAnimation(eAniType); yield return(new WaitForSeconds(delay)); }
public IEnumerator FadeOut(params object[] list) { Actor actor = list[0] as Actor; float delay = Convert.ToSingle(list[1]); Actor.AniType eAniType = (Actor.AniType)list[3]; actor.PlayAnimation(eAniType); yield return(HeroAlphaFade(actor, delay)); }
public IEnumerator AnimationDelay(params object[] list) { Actor actor = list[0] as Actor; float delay = Convert.ToSingle(list[1]); Actor.AniType eAniType = (Actor.AniType)list[3]; actor.PlayAnimation(eAniType); yield return(new WaitForSeconds(delay)); }
public IEnumerator MoveBackwardMoment(params object[] list) { float duration = System.Convert.ToSingle(list[0]); float dist = System.Convert.ToSingle(list[1]); string aniType = System.Convert.ToString(list[2]); Actor.AniType eAniType = m_Owner.GetAniType(aniType); if (m_Owner.IsMyTeam) { dist *= -1; } Vector3 vPos = m_Owner.transform.position; vPos.x += dist; m_Owner.transform.position = vPos; m_Owner.PlayAnimation(eAniType); yield return(new WaitForSeconds(duration)); }
public IEnumerator MoveBackwardMoment(params object[] list) { Actor actor = list[0] as Actor; bool IsMyTeam = Convert.ToBoolean(list[1]); float duration = Convert.ToSingle(list[2]); float dist = Convert.ToSingle(list[3]); Actor.AniType eAniType = (Actor.AniType)list[4]; if (IsMyTeam) { dist *= -1; } Vector3 vPos = actor.transform.position; vPos.x += dist; actor.transform.position = vPos; actor.PlayAnimation(eAniType); yield return(new WaitForSeconds(duration)); }
public IEnumerator MoveBackward(params object[] list) { Actor actor = list[0] as Actor; bool IsMyTeam = Convert.ToBoolean(list[1]); float duration = Convert.ToSingle(list[2]); float dist = Convert.ToSingle(list[3]); Actor.AniType eAniType = (Actor.AniType)list[4]; float ElapsedTime = 0; float SumX = 0; while (ElapsedTime < duration) { ElapsedTime += Time.deltaTime; Vector3 vPos = actor.transform.position; float tickX = (Time.deltaTime / duration) * dist; SumX += tickX; if (SumX >= dist) { tickX = 0; } if (IsMyTeam) { tickX *= -1; } vPos.x += tickX; actor.transform.position = vPos; actor.PlayAnimation(eAniType); yield return(new WaitForEndOfFrame()); } }