private void Dead() { if (myTowerAtk == null) { myTowerAtk = transform.GetComponentInChildren <TowerAtk>(); } myTowerAtk.StopAllCoroutines(); myTowerAtk.nowTarget = null; gameObject.SetActive(false); }
private void Dead() { InitTowerStatus(); if (myTowerAtk == null) { myTowerAtk = transform.GetComponentInChildren <TowerAtk>(); } myTowerAtk.StopAllCoroutines(); myTowerAtk.nowTarget = null; if (PhotonNetwork.isMasterClient) // 마스터가 한번만. { if (Team.ToLower().Equals("red")) // 타워가 레드팀이면 { sysmsg.Annoucement(8, false, "red"); // 파괴 sysmsg.Annoucement(9, false, "blue"); // 적 파괴 } else if (Team.ToLower().Equals("blue")) { sysmsg.Annoucement(8, false, "blue"); sysmsg.Annoucement(9, false, "red"); } } if (myNextTower != null) { myNextTower.isCanAtkMe = true; } else if (myNextSup != null) { if (myNextSup.tag.Equals("Nexus")) { myNextSup.nexusAtkNum += 10; if (myNextSup.nexusAtkNum >= 21) { myNextSup.isCanAtkMe = true; } } else { myNextSup.isCanAtkMe = true; } } TowerDestroyEffect.SetActive(true); DestroyEffect.Play(); toweraudio.PlayOneShot(SoundManager.instance.Building_Destroy); gameObject.SetActive(false); // 죽을때 마우스바뀐상태면 원래대로 if (mouseChanged) { cursor.SetCursor(cursor.PreCursor, Vector2.zero); } }
/// <summary> /// 사망처리를 하는 함수 /// </summary> private void Dead() { InitTowerHP(); if (myTowerAtk == null) { myTowerAtk = transform.GetComponentInChildren <TowerAtk>(); } //공격 중이었다면 공격을 멈춘다 myTowerAtk.StopAllCoroutines(); myTowerAtk.nowTarget = null; //건물이 파괴되었다는 시스템 메시지를 띄운다 if (PhotonNetwork.isMasterClient) { if (team.ToLower().Equals("red")) { sysmsg.Annoucement(8, false, "red"); sysmsg.Annoucement(9, false, "blue"); } else if (team.ToLower().Equals("blue")) { sysmsg.Annoucement(8, false, "blue"); sysmsg.Annoucement(9, false, "red"); } } if (myNextTower != null) { myNextTower.isCanAtkMe = true; } else if (myNextSup != null) { //만약 현재 타워가 쌍둥이 타워면 넥서스의 공격 가능 유무를 계산한다 if (myNextSup.tag.Equals("Nexus")) { myNextSup.nexusAtkNum += 10; if (myNextSup.nexusAtkNum >= 21) { myNextSup.isCanAtkMe = true; } } else { myNextSup.isCanAtkMe = true; } } towerDestroyEffect.SetActive(true); destroyEffect.Play(); towerAudio.PlayOneShot(SoundManager.Instance.Building_Destroy); gameObject.SetActive(false); // 죽을 때 마우스 바뀐 상태면 원래대로 돌림 if (isMouseChanged) { cursor.SetCursor(cursor.PreCursor, Vector2.zero); } }