// Use this for initialization void Awake() { Player_FishLocker fishLocker = GetComponent <Player_FishLocker>(); fishLocker.EvtTargetOnFish += Handler_TargetOnFish; fishLocker.EvtTargetLeaveFish += Handler_TargetLeavefish; mSprCard = Instantiate(Prefab_Card) as tk2dSprite; mTsCard = mSprCard.transform; mRdCard = mSprCard.GetComponent <Renderer>(); mTsCard.parent = transform; mTsCard.localRotation = Quaternion.identity; mRdCard.enabled = false; mFishTypeIdToCard = new Dictionary <int, string>(); foreach (FishRelateCard fc in FishAndCard) { mFishTypeIdToCard.Add(fc.Prefab.TypeIndex, fc.SprName); } }
IEnumerator _Coro_AllPlayerLock(Fish f) { mIsLocking = true; yield return(new WaitForSeconds(0.1F)); //Debug.Log("_Coro_AllPlayerLock0"); while (true) { if (f == null || !f.Attackable) { mIsLocking = false; yield break; } switch (f.HittableTypeS) { case "Normal": { if (f.Odds < OddsMin) { mIsLocking = false; yield break; } } break; case "SameTypeBomb": { if (!IsTargetSameTypeBomb) { mIsLocking = false; yield break; } } break; case "FreezeBomb": { mIsLocking = false; yield break; } //break; } if (GameMain.Singleton.WorldDimension.Contains(f.transform.position)) { break; } yield return(0); } //Debug.Log("_Coro_AllPlayerLock1"); foreach (Player p in GameMain.Singleton.Players) { Player_FishLocker fl = p.GetComponent <Player_FishLocker>(); fl.Lock(f); //p.GunInst.LockAt(f); ModuleGunLocker.LockAt(p, f); p.GunInst.StopFire(); p.GunInst.StartFire(); } while (true) { if (f == null || !f.Attackable || !GameMain.Singleton.WorldDimension.Contains(f.transform.position)) { foreach (Player p in GameMain.Singleton.Players) { Player_FishLocker fl = p.GetComponent <Player_FishLocker>(); fl.UnLock(); //p.GunInst.UnLock(); ModuleGunLocker.UnLock(p); p.GunInst.StopFire(); } mIsLocking = false; yield break; } yield return(0); } }