Пример #1
0
        private void Purify()
        {
            if (isPurify)
            {
                return;
            }
            if (!collider.ThroughStart("PlayerSkill"))
            {
                return;
            }
            if (myState.GetNowSeason() != eSeason.None)
            {
                return;
            }
            if (otherState == null)
            {
                otherState = (C_SeasonState)collider.GetOtherEntity("PlayerSkill").GetUpdateComponent("C_SeasonState");
            }

            isPurify   = true;
            nextSeason = otherState.GetNowSeason();
            effectTimer.Initialize();
            drawComp.SetShaderOn(effectTimer.GetLimitTime() - 0.01f, "A_Shrub_" + nextSeason, "ShrubMask");
            if (nextSeason == eSeason.Spring)
            {
                drawComp.SetDepth(18);
            }
        }
Пример #2
0
 public override void Update()
 {
     if (isDisapear)
     {
         disapearTimer.Update();
         if (disapearTimer.IsTime)
         {
             CreatEffect();
             entity.DeActive();
         }
     }
     else
     {
         if (collider.IsThrough("Squirrel"))
         {
             isDisapear = true;
             C_Energy childHP = (C_Energy)collider.GetOtherEntity("Squirrel").GetNormalComponent("C_Energy");
             childHP.Heal(childHP.GetLimitEnery());
             drawComp.SetShaderOn(disapearTimer.GetLimitTime() + 0.1f, "A_Apple_Idle", "ShadeMask_Circle");
             drawComp.SetShaderCreatment(false);
         }
     }
 }