public IEnumerator UltimatePlay(UltiPattern pattern, float delay) { for (int i = 0; i < pattern.startTrans.Length; i++) { yield return(new WaitForSeconds(delay)); GameObject flower = BossEffects.Instance.flower.ItemSetActive(pattern.targetTrans[i].position); flower.GetComponent <BossUltEffect>().setEffect.PlayEffects(); flowerLists[currentList].Add(flower); // 대충 이펙트 호출하는 코드 } Invoke("SetBeams", 0.2f); }
public IEnumerator SetBeam(UltiPattern pattern) { var sound = _manager.sound.ririsSFX; int value = currentList; for (int i = 0; i < pattern.startTrans.Length; i++) { yield return(new WaitForSeconds(0.1f)); GameObject beam = BossEffects.Instance.beam.ItemSetActive(pattern.startTrans[i].position); beamLists[value].Add(beam); beam.transform.LookAt(pattern.targetTrans[i].position); StartCoroutine(Shake.instance.ShakeCamera(0.15f, 0.1f, 0.1f)); sound.PlayRirisSFX(_manager.gameObject, sound.ultBeam); Invoke("BlastSound", 0.8f); flowerLists[value][i].GetComponent <BossUltEffect>().impactEffect.PlayEffects(); } yield return(StartCoroutine(SetFalse(beamLists[value], flowerLists[value]))); }
void Fifth() { currentPattern = ultiPatterns[4]; currentList = 4; StartCoroutine(UltimatePlay(currentPattern, 0.01f)); }
void Fourth() { currentPattern = ultiPatterns[3]; currentList = 3; StartCoroutine(UltimatePlay(currentPattern, 0.01f)); }
void Third() { currentPattern = ultiPatterns[2]; currentList = 2; StartCoroutine(UltimatePlay(currentPattern, 0.01f)); }
void Second() { currentPattern = ultiPatterns[1]; currentList = 1; StartCoroutine(UltimatePlay(currentPattern, 0.01f)); }
void First() { currentPattern = ultiPatterns[0]; currentList = 0; StartCoroutine(UltimatePlay(currentPattern, 0.01f)); }