IEnumerator _VesselGet() { Time.timeScale = 0f; GameObject _FadeObj = StageManagerSC._CanvasInst.GetComponent <PauseSC>()._FadeObj; UIFaderSC _UIFader = _FadeObj.GetComponent <UIFaderSC>(); _UIFader._FadeSpeed = 1; _UIFader._TargetAlpha = 0.5f; _FadeObj.SetActive(true); while (_FadeObj.GetComponent <CanvasGroup>().alpha < 0.5f) { yield return(null); } GameObject _GetVesselAniInst = Instantiate(_GetVesselAni); _GetVesselAniInst.transform.SetParent(_FadeObj.transform.parent); _GetVesselAniInst.transform.position = _FadeObj.transform.position; _GetVesselAniInst.transform.localScale = new Vector3(1, 1, 1); Animator _GetAni = _GetVesselAniInst.GetComponent <Animator>(); if (StageManagerSC._LSC._HaveVessel == false) { StageManagerSC._LSC._HaveVessel = true; _GetAni.SetTrigger("_Half"); yield return(new WaitForSecondsRealtime(3f)); } else { StageManagerSC._LSC._HaveVessel = false; _GetAni.SetTrigger("_Whole"); LumiaHitboxSC _HBSC = StageManagerSC._LSC._Hitbox.GetComponent <LumiaHitboxSC>(); _HBSC._HP_Max += 1; yield return(new WaitForSecondsRealtime(3f)); StageManagerSC._CanvasInst.GetComponent <PauseSC>()._UpdateMaxHp(); _HBSC._HP_Current = _HBSC._HP_Max; StageManagerSC._CanvasInst.GetComponent <PauseSC>()._UpdateCurrentHp(); } if (GetComponent <MapSaverSC>() != null) { GetComponent <MapSaverSC>()._SaveStatus(); } _UIFader._TargetAlpha = 1f; _UIFader._FadeOut(); Transform _Child = transform.GetChild(0); _Child.GetComponent <SpriteRenderer>().enabled = false; _Child.GetComponent <ParticleSystem>().Stop(); _Child.GetChild(0).gameObject.SetActive(false); Time.timeScale = 1f; }
void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.tag == "RespawnArea") { _RespawnPoint = col.gameObject.GetComponent <RespawnAreaSC>()._RespawnPoint; } else if (col.gameObject.tag == "Gate" && _CanControl == true && _AutoJumping == false && _RB.constraints == RigidbodyConstraints2D.FreezeRotation) { _CanControl = false; _PassingGate = true; GateSC _GSC = col.gameObject.GetComponent <GateSC>(); GameObject _FadeObj = _Canvas.GetComponent <PauseSC>()._FadeObj; UIFaderSC _UIFSC = _FadeObj.GetComponent <UIFaderSC>(); StartCoroutine(_LoadScene(_GSC._TargetScene, true)); _GateNumber = _GSC._TargetGateNumber; if (_Canvas.GetComponent <PauseSC>()._FadeObj.activeSelf == false) { _Canvas.GetComponent <PauseSC>()._FadeObj.SetActive(true); } else { _UIFSC.StopAllCoroutines(); _UIFSC._Working = false; _UIFSC._TargetAlpha = 1; _UIFSC._FadeSpeed = 1; _UIFSC.OnEnable(); } if (_GSC._WallGate == true) { _AutoWalk = _SR.flipX == false ? 1 : _SR.flipX == true ? -1 : 0; } else if (_GSC._WallGate == false) { if (_RB.velocity.y > 0) { _AutoJumping = true; _JumpGate = true; _JumpGateDir = _GSC._ForceDir; } } } }