IEnumerator animShoot()
    {
        canShoot = false;
        LoadEffect.SetActive(false);
        float time = 0;

        while (time < shootTime)
        {
            time += Time.deltaTime;
            if (BlendShape)
            {
                BlendShape.SetBlendShapeWeight(0, 100f - time / shootTime * 100f);
            }
            yield return(null);
        }
        if (BlendShape)
        {
            BlendShape.SetBlendShapeWeight(0, 0f);
        }
        StartCoroutine(getReady());
    }
示例#2
0
    IEnumerator getReady()
    {
        float time = 0;

        while (time < loadTime)
        {
            time += Time.deltaTime;
            if (BlendShape)
            {
                BlendShape.SetBlendShapeWeight(0, time / loadTime * 100f);
            }
            WinchWheel.Rotate(WinchWheelRotationAxis * 400f * Time.deltaTime, Space.Self);
            yield return(null);
        }
        if (BlendShape)
        {
            BlendShape.SetBlendShapeWeight(0, 100f);
        }
        projectileAnim.SetActive(true);
        canShoot = true;
    }
    IEnumerator getReady()
    {
        canShoot = false;
        LoadEffect.SetActive(true);
        float time = 0;

        while (time < loadTime)
        {
            time += Time.deltaTime;
            if (BlendShape)
            {
                BlendShape.SetBlendShapeWeight(0, time / loadTime * 100f);
            }
            yield return(null);
        }
        if (BlendShape)
        {
            BlendShape.SetBlendShapeWeight(0, 100f);
        }

        canShoot = true;
    }