Exemplo n.º 1
0
    IEnumerator DelayInstEffect(INST_EFFECT_TYPE type, Vector3 targetPoint, float timeDelay = 0)
    {
        yield return(new WaitForSeconds(timeDelay));

        switch (type)
        {
        case INST_EFFECT_TYPE.CANNON:
            GameObject cannon = UtilFunction.ResourceLoadOnPosition(CANNON_PREFAB_PATH, _cannonPoint.transform.position, _cannonPoint.transform.rotation);
            cannon.transform.LookAt(targetPoint);
            break;

        case INST_EFFECT_TYPE.BLAST_WAVE:
            GameObject blastWave = UtilFunction.ResourceLoadOnPosition(BLAST_WAVE_PREFAB_PATH, _cannonPoint.transform.position, _cannonPoint.transform.rotation);
            blastWave.transform.LookAt(targetPoint);
            break;
        }
    }
Exemplo n.º 2
0
    IEnumerator DelayInstEffect(INST_EFFECT_TYPE type, Vector3 targetPoint, float timeDelay = 0)
    {
        yield return(new WaitForSeconds(timeDelay));

        switch (type)
        {
        case INST_EFFECT_TYPE.SHOOT:
            GameObject cannon = UtilFunction.ResourceLoadOnPosition(SHOOT_PREFAB_PATH, _shootPoint.transform.position, _shootPoint.transform.rotation);
            cannon.transform.LookAt(targetPoint);
            yield return(new WaitForSeconds(0.2f));

            GameObject cannon1 = UtilFunction.ResourceLoadOnPosition(SHOOT_PREFAB_PATH, _shootPoint.transform.position, _shootPoint.transform.rotation);
            cannon1.transform.LookAt(targetPoint);
            yield return(new WaitForSeconds(0.2f));

            GameObject cannon2 = UtilFunction.ResourceLoadOnPosition(SHOOT_PREFAB_PATH, _shootPoint.transform.position, _shootPoint.transform.rotation);
            cannon2.transform.LookAt(targetPoint);
            yield return(new WaitForSeconds(0.2f));

            GameObject cannon3 = UtilFunction.ResourceLoadOnPosition(SHOOT_PREFAB_PATH, _shootPoint.transform.position, _shootPoint.transform.rotation);
            cannon3.transform.LookAt(targetPoint);
            break;
        }
    }
Exemplo n.º 3
0
 public void PlayEffect(INST_EFFECT_TYPE type, Vector3 targetPoint, float timeDelay = 0)
 {
     StartCoroutine(DelayInstEffect(type, targetPoint, timeDelay));
 }