private IEnumerator Routine_Hit() { Color s1 = _BrokenRenderer.material.color; Color s2 = _LightTexture.material.color; Color e = new Color(1.0f, 1.0f, 1.0f, 0.0f); Vector3 ms = _MaskTransform.localScale; for (float t = 0; t < _RepairSpeed; t += Time.deltaTime) { float dt = t / _RepairSpeed; if (_MaskTransform) { Vector3 p1 = Vector3.Lerp(ms, Vector3.zero, dt); _MaskTransform.localScale = Vector3.Lerp(ms, p1, dt); } _BrokenRenderer.material.color = Color.Lerp(s1, e, dt); _LightTexture.material.color = Color.Lerp(s2, e, dt); yield return(null); } _BrokenRenderer.material.color = e; _LightTexture.material.color = e; _MaskTransform.gameObject.SetActive(false); Main_GameManager.RepairCiruit(); if (_EventTarget) { _EventTarget.StartEvent(); } }
private void Awake() { Main_GameManager.Init(_MainSettings, _MainCamera, _InputManager, _UIManager, _SceneManager); Main_GameManager.InitGame(_NumObBrokenCircuit); _PlayerCharacter.Init(_StartHP, _StartNumOfBar); }
public void Damage() { --_HP; if (_HP <= 0) { _Action.Down(); Main_GameManager.GameOver(); _HP = 0; } else { _Action.Damage(); } UpdateLifeViewer(); }