public void TriggerActivationEffect()
        {
            CharacterEffect activationEffect = m_characterData.activationEffect;

            if (!(null == activationEffect))
            {
                Component val = activationEffect.Instantiate(m_cellObject.get_transform(), this);
                if (null != val)
                {
                    this.StartCoroutine(activationEffect.DestroyWhenFinished(val));
                }
            }
        }
예제 #2
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        public void TriggerActionEffect(Vector2Int target)
        {
            CharacterEffect actionEffect = m_characterData.actionEffect;

            if (!(null == actionEffect))
            {
                CellObject cellObject = m_cellObject.parentMap.GetCellObject(target.get_x(), target.get_y());
                Component  val        = actionEffect.Instantiate(cellObject.get_transform(), this);
                if (null != val)
                {
                    this.StartCoroutine(actionEffect.DestroyWhenFinished(val));
                }
            }
        }
예제 #3
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        public IEnumerator PlayDeathEffect()
        {
            CharacterEffect deathEffect = GetAnimatedCharacterData().deathEffect;

            if (!(null == deathEffect))
            {
                Component val = deathEffect.Instantiate(m_cellObject.get_transform(), this);
                if (null != val)
                {
                    this.StartCoroutine(deathEffect.DestroyWhenFinished(val));
                }
                m_deathEffectInstance = val;
                do
                {
                    yield return(null);
                }while (null != m_deathEffectInstance && m_deathEffectInstance.get_gameObject().get_activeSelf());
            }
        }