protected override void Awake() { base.Awake(); state = E_PenetrateState.Idle; searchRangeSqr = searchRange * searchRange; penetrateMaintainTimeWFS = new WaitForSeconds(penetrateMaintainTime); }
public void Settle(Vector3 position) { effect.StopTrail(); state = E_PenetrateState.Settle; transform.position = position; StartCoroutine(PenetrateVision());//투시 효과 StartCoroutine(PenetrateWaveEffect()); }
public void DeActivate() { effect.StopEffect(); state = E_PenetrateState.Idle; transform.position = Vector3.zero; StopAllCoroutines(); gameObject.SetActive(false); }
public void Activate(Vector3 origin, Vector3 direction) { gameObject.SetActive(true); state = E_PenetrateState.Shot; transform.position = origin; transform.LookAt(origin + direction * 1f); effect.StopEffect(); effect.MakeParticleTrail(transform, 0.1f, new Vector2(1f, 1f), 1.5f, 0.2f, 20); }