IEnumerator ShowEffected(PlayerEffectList effectState) { Vector3 playerVec = this.transform.position; switch (effectState) { // 플레이어 죽음 이펙트 case PlayerEffectList.DIE: playerVec.y += 1f; effects[(int)effectState].transform.position = playerVec; effects[(int)effectState].SetActive(true); yield return new WaitForSeconds(1f); effects[(int)effectState].SetActive(false); break; // 플레이어 기본 점프 이펙트 case PlayerEffectList.BASIC_JUMP: GameObject jumpEffect = (GameObject)Instantiate(effects[1], new Vector3(playerVec.x, playerVec.y + 1f, playerVec.z), Quaternion.identity); effectQueue.Enqueue(jumpEffect); StartCoroutine(SetOffEffect()); break; } }
public void StartEffect(PlayerEffectList effectState) { StartCoroutine(ShowEffected(effectState)); }