IEnumerator ApplyEffect() { float time = 0; animator.SetBool(EnemyAnimator.EFFECT, true); while (time < effectTime) { time += Time.deltaTime; timer = 0; Movement.SlowDown(0, Time.deltaTime * 2); yield return(0); } SetWaitTime(); if (!IsDead) { powerEffect.ApplyEffect(); if (particleEffect != null) { particleEffect.Play(); } } animator.SetBool(EnemyAnimator.EFFECT, false); }
public override void Die() { deathEffect.ApplyEffect(); base.Die(); }