public CutSceneEventDataList CreateCutSceneEventDataList(eCutSceneEvent type, Vector3 _ActionPos, string _ActionString = "", float _ActionValue = 0, bool _ActionBool = false, float _ActionDelay = 0) { CutSceneEventDataList data = new CutSceneEventDataList(); data.ActionType = type; data.ActionString = _ActionString; data.ActionBool = _ActionBool; data.ActionPos = _ActionPos; data.ActionDelay = _ActionDelay; return(data); }
void SetTimeScale(CutSceneEventDataList data) { float NowTime = Time.timeScale; Time.timeScale = 0.1f; //< 일정시간동안 대기 TempCoroutine.instance.FrameDelay(data.ActionValue, () => { //< 시간 복구 Time.timeScale = NowTime; }); }
void SpawnEffect(CutSceneEventDataList data) { if (data.ActionValue != -1) { G_GameInfo.SpawnEffect(data.ActionString, 1f, CutSceneMgr.CutSceneEventDic[(int)data.ActionValue].transform, CutSceneMgr.CutSceneEventDic[(int)data.ActionValue].transform, Vector3.one, (efftrn) => { efftrn.localPosition = data.ActionPos; CutSceneMgr.EffectList.Add(efftrn.gameObject); }); } else { G_GameInfo.SpawnEffect(data.ActionString, 1f, null, null, Vector3.one, (efftrn) => { efftrn.localPosition = data.ActionPos; CutSceneMgr.EffectList.Add(efftrn.gameObject); }); } }