protected IEnumerator _DestroyView(float time) { yield return(MyCoroutine.Sleep(time)); _root.gameObject.SetActive(false); gameObject.SetActive(false); }
private IEnumerator _PlaySkillAni(Skill skill, CharacterView from, CharacterView target) { var isRemote = skill != null && skill.IsRemote; yield return(from.AttackAni(target.FrontLocate.position, isRemote, skill != null)); yield return(_skillEffectManager.PlaySkillEffect(skill, from.SkillEffectPos, target.SkillEffectPos, target.BeHit)); _FreshAllHeroViews(); _FreshAllHeroElements(); if (!isRemote) { yield return(MyCoroutine.Sleep(0.1f)); yield return(from.BackToOriPosition()); } }