void WaitForArrowOut() { Vector3 pos = general.transform.localPosition + posOffset; string shenGuiLuanWuName = ""; switch (step) { case 0: pos -= posOffset; shenGuiLuanWuName = shenGuiLuanWuName1; if (Mathf.Abs(general.transform.localPosition.x - enemyGeneral.transform.localPosition.x) < 200) { general.SetOnMagic(5); enemyGeneral.OnDamage(20, -1, false); } else { Invoke("WaitForMagicOver", 0.5f); } break; case 1: shenGuiLuanWuName = shenGuiLuanWuName2; general.SetOnMagic(4); enemyGeneral.OnDamage(10, -1, false); break; case 2: shenGuiLuanWuName = shenGuiLuanWuName3; general.SetOnMagic(5); enemyGeneral.OnDamage(10, -1, false); break; case 3: shenGuiLuanWuName = shenGuiLuanWuName2; general.SetOnMagic(4); enemyGeneral.OnDamage(10, -1, false); break; case 4: shenGuiLuanWuName = shenGuiLuanWuName4; Invoke("WaitForMagicOver", 0.5f); break; } GameObject go = InstantiateOneGO(shenGuiLuanWuName, pos, scale, WarSceneController.manEulerAngles); go.GetComponent <MagicShenGuiLuanWuAct>().SetInfo(speed); InstantiateOneGO(explodeName, enemyGeneral.transform.localPosition, Vector3.one, Vector3.zero); step++; }
void WaitForCameraMoveToGeneral() { fenShenZhanGO = (GameObject)GameObject.Instantiate(Resources.Load("Magic/" + group[2])); general.SetOnMagic(5); Invoke("WaitForArrowOut", 0.3f); }