private IEnumerator StateVibrateEye() { yield return(YieldInstructionCache.WaitingSecond(1.0f)); viberateEye.gameObject.SetActive(true); viberateEye.Execute(); }
protected override IEnumerator SlidingCoroutine() { canSlide = true; int type = (int)ControlTypeAbnormalStatus.SLIDING; abnormalComponents.SlidingEffect.SetActive(true); AddRetrictsMovingCount(); AddRetrictsBehaviorCount(); //animationHandler.Idle(); isControlTypeAbnormalStatuses[type] = true; Vector2 dirVector = controller.GetMoveRecentNormalInputVector(); Debug.Log("sliding 코루틴 시작, " + dirVector); while (CharacterInfo.AbnormalImmune.SLIDING != (abnormalImmune & CharacterInfo.AbnormalImmune.SLIDING)) { if (IsMine()) { // TODO : Modify Sliding animation components.AnimHandler.Walk(); bodyTransform.Translate(dirVector * movingSpeed * Time.fixedDeltaTime); } if (false == canSlide) { components.AnimHandler.Idle(); Debug.Log("sliding 코루틴 종료"); break; } yield return(YieldInstructionCache.WaitForSeconds(Time.fixedDeltaTime)); } StopControlTypeAbnormalStatus(ControlTypeAbnormalStatus.SLIDING); }
private IEnumerator SetTransparency() { if (transparencySwitch == 1) { transparency -= 0.2f; titleTransparency -= 0.1f; } else if (transparencySwitch == 0) { transparency += 0.2f; titleTransparency -= 0.1f; } yield return(YieldInstructionCache.WaitingSecond(0.15f)); if (transparency < 0.2f) { transparencySwitch = 0; } else if (transparency.Equals(1.0f)) { transparencySwitch = 1; } if (titleTransparency < 0.4f) { titleTransparency = 1.0f; } StartCoroutine(SetTransparency()); }
private IEnumerator ExecuteCoroutine() { isTweening = true; objectTweens.Add(circleImage.DOFade(1.0f, 0.25f)); for (int i = 0; i < rectangleImages.Length; i++) { rectangleImages[i].DOFade(1.0f, 0.25f); if (i % 2 == 0) { objectTweens.Add(rectangleImages[i].gameObject.transform.DORotate(leftRotateVector, 0.35f, RotateMode.FastBeyond360)); } else { objectTweens.Add(rectangleImages[i].gameObject.transform.DORotate(rightRotateVector, 0.25f, RotateMode.FastBeyond360)); } } objectTweens.Add(circleImage.gameObject.transform.DOScale(sizeUpScale, 0.35f)); yield return(YieldInstructionCache.WaitingSeconds(0.25f)); for (int i = 0; i < rectangleImages.Length; i++) { objectTweens.Add(rectangleImages[i].DOFade(0, 0.25f)); } objectTweens.Add(circleImage.DOFade(0, 0.25f)); yield return(YieldInstructionCache.WaitingSeconds(0.5f)); ObjectOff(); }
private IEnumerator ExecuteCoroutine() { int i = 0; do { Monster generatedMonster; int monsterGeneratePositionIndex = Random.Range(0, monsterGeneratePositions.Length); if (beforeGeneratePositionIndex.Contains(monsterGeneratePositionIndex)) { continue; } generatedMonster = GetAvailableMonster(); generatedMonster.gameObject.transform.position = monsterGeneratePositions[monsterGeneratePositionIndex].position; generatedMonster?.Execute(); beforeGeneratePositionIndex.Add(monsterGeneratePositionIndex); yield return(YieldInstructionCache.WaitingSecond(0.1f)); }while(i < 4 && getActiveMonsterCount() < 4); beforeGeneratePositionIndex.Clear(); }
public IEnumerator EndGame() { yield return(YieldInstructionCache.WaitForSeconds(2.0f)); StartCoroutine(_uiManager.Fade(true)); _player.SetActive(false); }
private IEnumerator HitDetermination() { Color color = _SpriteRenderer.color; _isAttackPossible = false; _HighLight.SetActive(true); _damegedEffect.SetActive(true); color.a = 0.5f; _SpriteRenderer.color = color; yield return(YieldInstructionCache.WaitForSeconds(0.25f)); _HighLight.SetActive(false); color.a = 1.0f; _SpriteRenderer.color = color; yield return(YieldInstructionCache.WaitForSeconds(0.25f)); color.a = 0.5f; _SpriteRenderer.color = color; yield return(YieldInstructionCache.WaitForSeconds(0.25f)); color.a = 1.0f; _SpriteRenderer.color = color; yield return(YieldInstructionCache.WaitForSeconds(0.25f)); color.a = 0.5f; _SpriteRenderer.color = color; yield return(YieldInstructionCache.WaitForSeconds(0.25f)); color.a = 1.0f; _SpriteRenderer.color = color; _damegedEffect.SetActive(false); _isAttackPossible = true; }
private IEnumerator Start() { sequence = DOTween.Sequence() .AppendCallback(() => sign.color = Color.clear) .AppendInterval(0.5F) .AppendCallback(() => { sign.SetNativeSize(); sign.color = Color.white; }) .AppendInterval(0.5F) .Append(sign.DOFade(0F, 0.5F)) .SetAutoKill(false); while (true) { float waitingTime = Random.Range(2, 9); yield return(YieldInstructionCache.WaitingSeconds(waitingTime)); shouldRenew = false; DogFactory.SetRandomDog(this); image.DOFade(1F, 0.5F); tween = DOVirtual.DelayedCall(8F, () => shouldRenew = true).Play(); yield return(new WaitUntil(() => shouldRenew)); image.DOFade(0F, 0.5F); tween.Kill(); Index = -1; } }
private IEnumerator EndTeleport() { // 이펙트 for (int i = 0; i < _EndSprites.Length; ++i) { _SpriteRenderer.sprite = _EndSprites[i]; yield return(YieldInstructionCache.WaitForSeconds(0.01f)); if (i == 6) { _player.transform.localScale = Vector3.one; _weapon.transform.localScale = Vector3.one; // 플레이어 이동 _player.transform.position = this.transform.position; _weapon.transform.position = this.transform.position; } } // 위치 고정 해제 _playerController.CanMove = true; _SpriteRenderer.sprite = null; _isTeleport = false; this.gameObject.SetActive(false); }
private IEnumerator StartTeleport() { // 로케이션 이동 this.transform.position = OperationData.Player.position; _direation = Utility.LookAt(MainCamController.MousePosition, OperationData.Player.position); _direation = new Vector3(_direation.x, _direation.y, 0); // 위치 고정 _player.GetComponentInChildren <PlayerController>().CanMove = false; // 이펙트 for (int i = 0; i < _StartSprites.Length; ++i) { _SpriteRenderer.sprite = _StartSprites[i]; yield return(YieldInstructionCache.WaitForSeconds(0.01f)); if (i == 6) { _player.transform.localScale = Vector3.zero; _weapon.transform.localScale = new Vector3(1.0f, 0.0f, 1.0f); } } _SpriteRenderer.sprite = null; // 발사 _rb.isKinematic = true; _rb.isKinematic = false; _rb.AddForce(_direation * 50000.0f); yield return(YieldInstructionCache.WaitForSeconds(0.025f)); SetPosition(); }
private IEnumerator DurationSlowing() { yield return(YieldInstructionCache.WaitForSeconds(5.0f)); SkillPoolManager.Instance.RechargeSkill(this.gameObject, this.transform.parent); StopCoroutine(DurationSlowing()); }
private IEnumerator CreateRandomBlock() { while (true) { for (int i = 0; i < 10; i++) { if (afterImageBlockSpriteRenderers[i].gameObject.activeInHierarchy) { continue; } afterImageBlockSpriteRenderers[i].gameObject.SetActive(true); Color afterColor = Color.white; afterColor.a = Random.Range(0.0f, 1.0f); Vector2 newScale; newScale.x = Random.Range(0.5f, 1.0f); newScale.y = newScale.x; Vector2 newPosition; newPosition.x = Random.Range(-8.0f, 8.0f); newPosition.y = Random.Range(-4.0f, 4.0f); afterImageBlockSpriteRenderers[i].color = afterColor; afterImageBlockSpriteRenderers[i].gameObject.transform.localScale = newScale; afterImageBlockSpriteRenderers[i].gameObject.transform.position = newPosition; StartCoroutine(afterImageBlocks[i].FadeOut()); yield return(YieldInstructionCache.WaitFrame); } yield return(YieldInstructionCache.WaitingSecond(0.9f)); } }
private IEnumerator UpdateCoroutine() { while (true) { NodeGenerate(); yield return(YieldInstructionCache.WaitingSeconds(0.2f)); } }
private IEnumerator UpdateCoroutine() { while (true) { uiController.ChangeBackgroundColor(); yield return(YieldInstructionCache.WaitingSeconds(5.0f)); } }
private IEnumerator Debuff() { while (true) { isDebuffed = !isDebuffed; yield return(YieldInstructionCache.WaitingSecond(4F)); } }
private IEnumerator BackgroundChangeCoroutine() { while (true) { backgroundColorChangeEvent.Invoke(); yield return(YieldInstructionCache.WaitingSeconds(5.0f)); } }
private IEnumerator MonsterGenerateCoroutine() { while (true) { monsterCreator.Execute(); yield return(YieldInstructionCache.WaitingSecond(monsterGenenrateInterval)); } }
private IEnumerator DelaySpit() { yield return(YieldInstructionCache.WaitForSeconds(1.0f)); _isSpit = true; yield return(YieldInstructionCache.WaitForSeconds(0.9f)); _condition.SetCondition(Condition.kIdle); }
private IEnumerator DisalbeEffect() { yield return(YieldInstructionCache.WaitForSeconds( _Animator.GetCurrentAnimatorStateInfo(0).length)); this.transform.parent = _Bullet; this.transform.position = _Bullet.position; this.gameObject.SetActive(false); }
private IEnumerator StarFallGenerateCoroutine() { while (true) { yield return(YieldInstructionCache.WaitingSeconds(0.75f)); GenerateStarFall(); } }
private IEnumerator LoadNextScene() { StartCoroutine(BlackOut()); yield return(YieldInstructionCache.WaitingSecond(3.0f)); yield return(StartCoroutine(BlackIn())); SceneManager.LoadScene(PlayerPrefs.GetInt("NextStage")); }
private IEnumerator Effect() { var waitingTime = YieldInstructionCache.WaitingSecond(0.1f); for (int i = 0; i < 5; i++) { StartCoroutine(targetCharacter.ShowEffect(targetCharacter.skilEffect[0], false)); yield return(waitingTime); } }
private IEnumerator ExecuteCoroutine() { yield return(YieldInstructionCache.WaitingSecond(0.25f)); yield return(StartCoroutine(GameManager.instance.fadeManager.SpriteFadeOutCoroutine(spriteRenderer, 0.5f))); bigBullet.gameObject.transform.position = stageBoss.gameObject.transform.position; bigBullet.SetDirection(gameObject.transform.position); bigBullet.Execute(); }
private IEnumerator ResumeCoroutine() { fadeTween?.Kill(); fadeTween = canvasGroup.DOFade(0.0f, 1.0f); yield return(YieldInstructionCache.WaitingSeconds(1.0f)); gameObject.SetActive(false); GameManager.instance.isPause = false; doingCoroutine = false; }
private IEnumerator PlayCoroutine() { for (int i = 0; i < counts.Length; i++) { counts[i].SetActive(true); yield return(YieldInstructionCache.WaitingSeconds(interval)); counts[i].SetActive(false); } onCountdown?.Invoke(); }
public IEnumerator ScaleDownCoroutine() { for (int i = 0; i < 60; i++) { for (int j = 0; j < buildings.Length; j++) { buildings[j].gameObject.transform.localScale -= (Vector3.one / 200); } yield return(YieldInstructionCache.WaitingSecond(0.05f)); } }
public IEnumerator InformationUpdate() { selectSlot = CharacterSelectManager.instance.GetSelectSlot(); GameObject target = Instantiate(selectSlot.GetCharacter(), Vector2.one * -100, Quaternion.identity); characterImage.sprite = target.GetComponent <SpriteRenderer>().sprite; int index = CharacterSelectManager.instance.GetSelectSlotNumber(); characterNameText.text = nameList[index]; characterDescripts.text = descriptList[index]; characterSkillText.text = skilList[index]; characterAbilityText.text = abilityList[index]; yield return(YieldInstructionCache.WaitingSecond(0.01f)); for (int i = 0; i < tankLevels.Length; i++) { tankLevels[i].sprite = levelImage[0]; } for (int i = 0; i < dodgeLevels.Length; i++) { dodgeLevels[i].sprite = levelImage[0]; } for (int i = 0; i < target.GetComponent <Character>().Level_Tank; i++) { tankLevels[i].sprite = levelImage[1]; } for (int i = 0; i < target.GetComponent <Character>().Level_Dodge; i++) { dodgeLevels[i].sprite = levelImage[1]; } switch (selectSlot.GetCharacter().GetComponent <Character>().Rank) { case 0: characterRank.text = "Normal"; break; case 1: characterRank.text = "Rare"; break; case 2: characterRank.text = "Unique"; break; } Destroy(target); }
private IEnumerator JudgeImageSizeUpCoroutine() { judgeImage.gameObject.SetActive(true); judgeImage.gameObject.transform.localScale = Vector3.one; sizeUpTween = judgeImage.gameObject.transform.DOScale(sizeUpVector * sizeUpValue, sizeUpDuration).SetEase(easeType); yield return(sizeUpTween.WaitForCompletion()); yield return(YieldInstructionCache.WaitingSeconds(1.0f)); judgeImage.gameObject.SetActive(false); }
public IEnumerator LightOn() { for (int i = 0; i < lights.Count; ++i) { for (int j = 0; j < lights[i].lightArray.Length; ++j) { lights[i].lightArray[j].enabled = true; } yield return(YieldInstructionCache.WaitForSeconds(delay)); } }
private IEnumerator Cooldown() { float coolDown = 0.0f; while (true) { coolDown = _playerStats == null ? 1.0f : _playerStats.ShootSpeed; yield return(YieldInstructionCache.WaitForSeconds(coolDown)); _isAttack = true; } }