IEnumerator RelievePass() { StateType = PlayerStateType.Dead; Deathtime++; _meshModel.SetActive(true); //FXrenderer.enabled = false; Deadparticles.Play(); _meshModel.SetActive(false); _photonView.RPC("RemoveAllBuff", RpcTarget.All); //屏幕特效 if (_photonView.IsMine) { _uiController.DisableSkill(); } _board.DataRefresh(this); yield return(new WaitForSeconds(1f)); StateType = PlayerStateType.Relieve; if (_photonView.IsMine) { transform.position = Map.GetRelievePoint(); } /*if (gameObject.GetComponent<PhotonView>().IsMine) * { * * transform.position = new Vector3(Random.Range(_minPosition.x,_maxPosition.x),Random.Range(_minPosition.y,_maxPosition.y)); * }*/ //屏幕特效 _board.DataRefresh(this); yield return(new WaitForSeconds(1f)); _meshModel.SetActive(true); //FXrenderer.enabled = true; //AvatarFx.enabled = true; _board.DataRefresh(this); yield return(new WaitForSeconds(1f)); if (_photonView.IsMine) { _uiController.AbleSkill(); } //AvatarFx.enabled = false; Controller.Rebuild(); //_photonView.RPC("Rebuild",RpcTarget.All); StateType = PlayerStateType.Alive; _board.DataRefresh(this); }