示例#1
0
 public void PlayAnim(eAnimName aniType)
 {
     if (UnitAnim != null && UnitAnim.Animation != null)
     {
         UnitAnim.PlayAnim(aniType);
     }
 }
    public bool PlayAnimationVoice(eAnimName anim)
    {
        if (AnimDatas.Length <= (int)anim || AnimDatas[(int)anim] == null)
        {
            //Debug.LogError("animation effect index error " + anim);
            return(false);
        }

        uint voiceSoundID;

        Resource.AniInfo aniData = AnimDatas[(int)anim];

        if (aniData.voice.Count >= 1)
        {
            int voiceSoundArrayIdx = Random.Range(0, aniData.voice.Count);
            voiceSoundID = uint.Parse(aniData.voice[voiceSoundArrayIdx].ToString());
        }
        else
        {
            voiceSoundID = uint.Parse(aniData.voice[0].ToString());
        }

        SoundManager.instance.PlayVoiceSound(voiceSoundID);

        return(true);
    }
示例#3
0
    public bool IsPlaying(eAnimName anim)
    {
        if (UnitAnim != null && UnitAnim.IsPlaying(anim))
        {
            return(true);
        }

        return(false);
    }
    public bool IsPlaying(eAnimName animEvent)
    {
        if (Animation == null)
        {
            return(false);
        }

        return(Animation.IsPlaying(GetAnimName(animEvent)));
    }
示例#5
0
    /// <summary>
    /// 주어진 시간 동안 velocity 방향으로 pushPower 만큼 민다.
    /// </summary>
    public override void Push(eAnimName animName, Vector3 _velocity, float pushPower, float duration, float stiffenTime, UnitState _next = UnitState.Idle)
    {
        float pushDur = duration;

        _stiffenTime = stiffenTime;

        // 애니메이션 유무에 따라 그냥 밀리는지 설정
        if (animName != eAnimName.Anim_none)
        {
            if (parent.PlayAnim(animName, false, 0, true))
            {
                float speed = 0.7f;
                if (animName == eAnimName.Anim_damage)
                {
                    AnimationState state = parent.Animator.Animation[parent.Animator.GetAnimName(animName)];
                    state.speed = speed;
                }

                // 밀리는 시간만 조절하도록 한다.
                //pushDur = (parent.Animator.GetAnimLength(animName) + ((1 - speed) * parent.Animator.GetAnimLength(animName)));
            }
            else
            {
                pushDur = 0.25f; // 애니메이션이 없거나 플레이 실패시 고정시간 밀리기.
            }
        }

        if (animName == eAnimName.Anim_damage)
        {
            //데미지 표시일경우
            Resource.AniInfo aniInfo = parent.GetAniData(eAnimName.Anim_damage);
            SoundManager.instance.PlaySfxUnitSound(aniInfo.seSkill, parent._audioSource, parent.cachedTransform);
        }
        else if (animName == eAnimName.Anim_down)
        {
            //데미지 표시일경우
            Resource.AniInfo aniInfo = parent.GetAniData(eAnimName.Anim_down);
            SoundManager.instance.PlaySfxUnitSound(aniInfo.seSkill, parent._audioSource, parent.cachedTransform);
        }

        //< 이동하는 방향을 자신의 뒤로 설정
        Vector3 newForward = -_velocity;

        newForward.y = 0;
        parent.cachedTransform.forward = newForward.normalized;

        //< 도착할 위치 지정
        pushPower = pushPower * (1 / pushDur);
        velocity  = _velocity.normalized * pushPower;

        //< 종료 시점 지정
        stateEndTime  = pushEndTime = Time.time + pushDur;
        stateEndTime += stiffenTime;

        nextState   = _next;
        startedPush = true;
    }
    public uint GetAnimationSound(eAnimName anim)
    {
        if (AnimDatas.Length <= (int)anim || AnimDatas[(int)anim] == null)
        {
            //Debug.LogError("animation effect index error " + anim);
            return(0);
        }

        return(AnimDatas[(int)anim].seSkill);
    }
    /// <summary> 애니메이션에 맞는 이펙트 이름 </summary>
    public string GetAnimationEffect(eAnimName anim)
    {
        if (AnimDatas.Length <= (int)anim || AnimDatas[(int)anim] == null)
        {
            Debug.LogError("animation effect index error " + anim);
            return(null);
        }

        return(AnimDatas[(int)anim].effect);
    }
    /// <summary> 애니메이션에 맞는 사운드 </summary>
    public void PlayAnimationSound(eAnimName anim)
    {
        if (AnimDatas.Length <= (int)anim || AnimDatas[(int)anim] == null)
        {
            Debug.LogError("Play Animation Sound error " + anim);
            return;
        }

        SoundManager.instance.PlaySfxSound(AnimDatas[(int)anim].seSkill);
    }
    public float GetAnimLength(eAnimName animEvent)
    {
        string animName = GetAnimName(animEvent);

        if (AnimLength.ContainsKey(animName))
        {
            return(AnimLength[animName]);
        }

        return(0.5f);
    }
    public string GetAnimName(eAnimName animEvent)
    {
        if (AnimDatas == null)
        {
            return("1");
        }

        if (AnimDatas.Length <= (int)animEvent || AnimDatas[(int)animEvent] == null)
        {
            return("1");
        }

        return(AnimDatas[(int)animEvent].aniName);
    }
    public override bool PlayAnim(eAnimName animEvent, bool CrossFade = false, float CrossTime = 0.1F, bool canPlaySameAnim = false, bool queued = false)
    {
        bool doPlaying = base.PlayAnim(animEvent, CrossFade, CrossTime, canPlaySameAnim, queued);

        if (false == doPlaying)
        {
            return(doPlaying);
        }

        //Resource.AniInfo aniInfo = ads[(int)animEvent];
        //if (UsableNavAgent && rootMotion != null)
        //    rootMotion.Play(Animator.CurrentAnimState, aniInfo.rootMotion);

        return(true);
    }
示例#12
0
    public override bool PlayAnim(eAnimName animEvent, bool CrossFade = false, float CrossTime = 0.1f, bool canPlaySameAnim = false, bool queued = false)
    {
        bool doPlaying = base.PlayAnim(animEvent, CrossFade, CrossTime, canPlaySameAnim, queued);

        if (false == doPlaying)
        {
            return(doPlaying);
        }

        //일단 임시!!!
        bool ignoreEnemy = false;

        if (CurrentState == UnitState.Skill)
        {
            ActionInfo actionIfno = SkillCtlr.SkillList[UseSkillSlot].GetSkillActionInfo();

            if (actionIfno != null)
            {
                if (actionIfno.skillpass == 0)
                {
                    ignoreEnemy = false;
                }
                else
                {
                    ignoreEnemy = true;
                }
            }
            else
            {
                ignoreEnemy = false;
            }
        }
        else
        {
            ignoreEnemy = false;
        }

        Resource.AniInfo aniInfo = CharInfo.animDatas[(int)animEvent];
        if (UsableNavAgent && rootMotion != null)
        {
            rootMotion.Play(Animator.CurrentAnimState, aniInfo.rootMotion, ignoreEnemy);
        }

        return(true);
    }
    /// <summary>
    /// 뜨는시간, 떨어지는 시간을 제외한 체공시간 계산하기
    /// </summary>
    public void Floating(Vector3 direction, float power, float _height = 1.5f, float _duration = 0.0f)
    {
        if (curInternalState == State.Begin)
        {
            return;
        }

        animName = eAnimName.Anim_floating;

        parent.PlayAnim(animName, true, 0.08f, true);
        floatAnimState = parent.Animation[parent.Animator.GetAnimName(animName)];

        if (floatAnimState == null)
        {
            parent.ChangeState(UnitState.Idle);
            return;
        }

        //< 들어왔다면 이펙트는 삭제시켜줌
        parent.EffectClear(true);

        animLength     = floatAnimState.length;
        halfAnimLength = animLength * 0.5f;
        stateEndTime   = Time.time + animLength + _duration;

        // 회전시키기
        //direction.y = 0;
        //parent.transform.forward = -direction.normalized;

        // 푸시관련
        Push(Mathf.Max(1f, power), animLength - landingTime);

        // 상태 시작.
        curInternalState = State.Begin;
        floatingHeight   = _height;
        floatDuration    = _duration;
        curHeight        = targetTrans.localPosition.y;
        time             = 0f;
        nextState        = UnitState.StandUp;
    }
    public virtual bool PlayAnim(eAnimName animEvent, bool crossFade = false, float crossTime = 0.1f, bool canPlaySameAnim = false, bool queued = false, bool StopCheck = false)
    {
        if (IsPlaying(animEvent) && !canPlaySameAnim)
        {
            return(false);
        }

        // die Animation 중에는 Animation 변경 불가
        if (!canPlaySameAnim && CurrentAnim == eAnimName.Anim_die && animEvent != eAnimName.Anim_die && !parent.Usable)
        {
            return(false);
        }

        if (null == Animation)
        {
            Debug.LogWarning("애니메이션을 플레이할 수 있는 객체가 존재하지 않습니다.");
            return(false);
        }

        if (!StopCheck)
        {
            string animName = GetAnimName(animEvent);
            //if (parent != null)
            //    Debug.LogWarning(parent.CurCombo + " : " + animName);

            if (!PlayAnim(animName, crossFade, crossTime, queued))
            {
                return(false);
            }
        }
        else
        {
            ChangeAniCheck = true;
        }

        return(true);
    }
示例#15
0
    public override bool PlayAnim(eAnimName animEvent, bool CrossFade = false, float CrossTime = 0.1f, bool canPlaySameAnim = false, bool queued = false)
    {
        bool doPlaying = base.PlayAnim(animEvent, CrossFade, CrossTime, canPlaySameAnim, queued);

        if (false == doPlaying)
        {
            return(doPlaying);
        }

        //몬스터의 경우 일단 난투장에선 RootMotion을 안씀
        bool bRootMotion = CharInfo.animDatas[(int)animEvent].rootMotion;

        if (G_GameInfo.GameMode == GAME_MODE.FREEFIGHT)
        {
            bRootMotion = false;
        }

        if (UsableNavAgent && rootMotion != null)
        {
            rootMotion.Play(Animator.CurrentAnimState, bRootMotion);
        }

        return(true);
    }
示例#16
0
 public override bool PlayAnimNoRootMation(eAnimName animEvent, bool CrossFade = false, float CrossTime = 0.1f, bool canPlaySameAnim = false, bool queued = false)
 {
     return(base.PlayAnim(animEvent, CrossFade, CrossTime, canPlaySameAnim, queued));
 }
示例#17
0
    public GameObject PlayAniSoundAndEff(Transform parentTf, eAnimName anim, float particleSize, bool is2D = false)
    {
        if (UnitAnim == null)
        {
            return(null);
        }

        UnitAnim.PlayAnimationSound(anim);
        UnitAnim.PlayAnimationVoice(anim);

        string effName = UnitAnim.GetAnimationEffect(anim);

        if (string.IsNullOrEmpty(effName))
        {
            return(null);
        }

        string path = null;

        if (gameObject.name.Contains("par"))
        {
            if (gameObject.name.Contains("makgyeran"))
            {
                path = "_PARTNER/mak_gyeran";
            }
            else
            {
                string[] split = effName.Split('_');
                int      length = 0, arr = 0;
                for (int i = 0; i < split.Length; i++)
                {
                    if (length < split[i].Length)//제일 긴 것이 이름일 것이다.
                    {
                        length = split[i].Length;
                        arr    = i;
                    }
                }

                path = string.Format("_PARTNER/{0}", split[arr]);
            }

            if (gameObject.name.Contains("jopunghwa"))
            {
                SetWeaponEffectActive(false);
            }
        }
        else if (gameObject.name.Contains("pc"))
        {
            if (gameObject.name.Contains("pc_f"))
            {
                path = string.Format("_PC/fighter");
            }
            else if (gameObject.name.Contains("pc_p"))
            {
                path = string.Format("_PC/pojol");
            }
            else if (gameObject.name.Contains("pc_d"))
            {
                path = string.Format("_PC/doctor");
            }
        }

        Object     obj   = Resources.Load(string.Format("Effect/{0}/{1}", path, effName));
        GameObject effGo = null;

        if (obj != null)
        {
            effGo = Instantiate(obj) as GameObject;
            CheckRenderQ(RenderQ, effGo.transform);

            List <ParticleSystem> list = UIHelper.FindComponents <ParticleSystem>(effGo.transform);
            ResettingParticle(null, list, particleSize);
        }

        if (effGo == null)
        {
            return(null);
        }

        NGUITools.SetChildLayer(effGo.transform, LayerMask.NameToLayer("UI"));
        effGo.SetActive(true);

        effGo.transform.parent           = parentTf;
        effGo.transform.localPosition    = Vector3.zero;
        effGo.transform.localScale       = Vector3.one;
        effGo.transform.localEulerAngles = is2D ? new Vector3(10, 0, 0) : Vector3.zero;//Quaternion.Euler(Vector3.zero);

        return(effGo);
    }
示例#18
0
 /// <summary>
 /// 주어진 시간 동안 velocity 방향으로 pushPower 만큼 민다.
 /// </summary>
 public virtual void Push(eAnimName animName, Vector3 _velocity, float pushPower, float animTime, float stiffenTime, UnitState _next = UnitState.Idle)
 {
 }
示例#19
0
 /// <summary>
 /// 2개 실행 시킬때 사용.
 /// </summary>
 /// <param name="nowAniType">지금 실행할 애니</param>
 /// <param name="queueAniType">다음에 실행할 애니</param>
 /// <param name="crossTime">몇초?</param>
 public void CrossFadeAnimation(eAnimName nowAniType, eAnimName queueAniType, float crossTime = 0.1f)
 {
     UnitAnim.PlayAnim(nowAniType);
     UnitAnim.PlayAnim(queueAniType, true, crossTime, true, true, false);
 }
示例#20
0
 public Resource.AniInfo GetAnimData(eAnimName animEvent)
 {
     return(animDatas[(int)animEvent]);
 }
        IEnumerator EventUpdate(CutSceneEventData __CutSceneEventData)
        {
            List <CutSceneEventDataList> EventList = new List <CutSceneEventDataList>();

            for (int i = 0; i < __CutSceneEventData.EventList.Length; i++)
            {
                EventList.Add(__CutSceneEventData.EventList[i]);
            }

            int DefaultIdx = -1;

            for (int i = 0; i < EventList.Count; i++)
            {
                if (EventList[i].ActionType == eCutSceneEvent.SetRaidStartDefault)
                {
                    DefaultIdx = i;
                    break;
                }
            }

            if (DefaultIdx != -1)
            {
                EventList.Insert(DefaultIdx + 1, CreateCutSceneEventDataList(eCutSceneEvent.StartUpdate, Vector3.zero));
                EventList.Insert(DefaultIdx + 1, CreateCutSceneEventDataList(eCutSceneEvent.SetRaidDefaultPos, Vector3.zero));
                EventList.Insert(DefaultIdx + 1, CreateCutSceneEventDataList(eCutSceneEvent.SetFadeOut, Vector3.zero));
                EventList.Insert(DefaultIdx + 1, CreateCutSceneEventDataList(eCutSceneEvent.StopUpdate, Vector3.zero));
            }

            Unit unit = null;

            for (int i = 0; i < EventList.Count; i++)
            {
                //Debug.Log("EventList ActionType " + EventList[i].ActionType);
                switch (EventList[i].ActionType)
                {
                    #region 이전데이터

                //< 카메라 포커싱처리
                case eCutSceneEvent.Focusing:
                    if (EventList[i].ActionBool)
                    {
                        if (G_GameInfo.GameInfo.FocusingCam != null)
                        {
                            G_GameInfo.GameInfo.FocusingCam.StartEffect(0, true);
                        }
                    }
                    else
                    {
                        if (G_GameInfo.GameInfo.FocusingCam != null && G_GameInfo.GameInfo.FocusingCam.gameObject.activeSelf)
                        {
                            G_GameInfo.GameInfo.FocusingCam.EndEffect(true);
                        }
                    }
                    break;

                //< 사운드 실행
                case eCutSceneEvent.PlayBgmSound:
                    //SoundHelper.PlayBgmSound((uint)EventList[i].ActionValue);
                    break;

                //< 보스 UI 출력
                case eCutSceneEvent.ShowBossUI:
                    if (null == UIMgr.GetUI("InGame/BossCutscenePanel"))
                    {
                        UIMgr.Open("InGame/BossCutscenePanel", EventList[i].ActionValue);
                    }
                    break;

                //< 기본 셋트 한번에 다해줌
                case eCutSceneEvent.SetDefaultBoss:

                    //< 포커싱처리
                    G_GameInfo.GameInfo.FocusingCam.StartEffect(0, true);

                    //< 사운드실행
                    //SoundHelper.PlayBgmSound(9008);

                    unit = CutSceneMgr.CutSceneEventDic[0].GetComponent <Unit>();

                    G_GameInfo.GameInfo.FocusingCam.AddObject(unit.gameObject);

                    //< 보스 유아이 실행
                    //if (null == UIMgr.GetUI("InGame/BossCutscenePanel"))
                    //    UIMgr.Open("InGame/BossCutscenePanel", (float)3);

                    //< 해당 애니메이션 플레이 시간을 얻는다.
                    eAnimName aniName2 = GetAniName("Anim_intro");
                    if (aniName2 != eAnimName.Anim_idle)
                    {
                        EventList[i].ActionDelay = unit.Animator.GetAnimLength(aniName2) + 1;
                    }

                    //EventList[i].ActionDelay += unit.Animator.GetAnimLength(eAnimName.Anim_special);

                    Sequence.Duration = EventList[i].ActionDelay + 0.5f;
                    USTimelineProperty Infolist = Sequence.GetComponentInChildren <USTimelineProperty>();
                    //CutSceneMgr.seq.Duration=EventList[i].ActionDelay+0.5f;

                    //UI 라이트를 컨트롤 한다. 다시 켜주는 건 CutSceneMgr 에 있음. EndScene 마지막
                    Transform Shadow;
                    Shadow = GameObject.Find("UI_ShadowLight").GetComponent <Transform> ();
                    USTimelineContainer Container = Sequence.CreateNewTimelineContainer(Shadow);
                    GameObject          test      = new GameObject("Evnet Timeline");
                    test.transform.parent = Container.transform;
                    Component Evnt = test.AddComponent("USTimelineEvent");

                    GameObject First  = new GameObject("USEnableComponentEvent");
                    GameObject Second = new GameObject("USEnableComponentEvent");

                    First.transform.parent  = Evnt.transform;
                    Second.transform.parent = Evnt.transform;

                    First.AddComponent("USEnableComponentEvent");
                    Second.AddComponent("USEnableComponentEvent");
                    First.GetComponent <USEnableComponentEvent> ().ComponentName = "Light";
                    //Second.GetComponent<USEnableComponentEvent> ().ComponentName = "Light";
                    //Second.GetComponent<USEnableComponentEvent> ().enableComponent=true;

                    First.GetComponent <USEnableComponentEvent> ().FireTime = 0.0f;
                    //Second.GetComponent<USEnableComponentEvent> ().FireTime = Sequence.Duration;
                    //

                    Infolist.Properties [0].curves [0].Keys[1].Time  = 0.7f;
                    Infolist.Properties [0].curves [1].Keys [1].Time = 0.7f;
                    Infolist.Properties [0].curves [2].Keys [1].Time = 0.7f;
                    Infolist.Properties [1].curves [0].Keys[1].Time  = 0.7f;
                    Infolist.Properties [1].curves [1].Keys [1].Time = 0.7f;
                    Infolist.Properties [1].curves [2].Keys [1].Time = 0.7f;
                    Infolist.Properties [1].curves [3].Keys [1].Time = 0.7f;

                    Infolist.Properties [0].curves [0].Keys[3].Time  = Sequence.Duration + 10;
                    Infolist.Properties [0].curves [1].Keys [3].Time = Sequence.Duration + 10;
                    Infolist.Properties [0].curves [2].Keys [3].Time = Sequence.Duration + 10;
                    Infolist.Properties [1].curves [0].Keys[3].Time  = Sequence.Duration + 10;
                    Infolist.Properties [1].curves [1].Keys [3].Time = Sequence.Duration + 10;
                    Infolist.Properties [1].curves [2].Keys [3].Time = Sequence.Duration + 10;
                    Infolist.Properties [1].curves [3].Keys [3].Time = Sequence.Duration + 10;

                    Infolist.Properties [0].curves[0].Keys[2].Time   = Sequence.Duration;
                    Infolist.Properties [0].curves [1].Keys [2].Time = Sequence.Duration;
                    Infolist.Properties [0].curves [2].Keys [2].Time = Sequence.Duration;
                    Infolist.Properties [1].curves [0].Keys[2].Time  = Sequence.Duration;
                    Infolist.Properties [1].curves [1].Keys [2].Time = Sequence.Duration;
                    Infolist.Properties [1].curves [2].Keys [2].Time = Sequence.Duration;
                    Infolist.Properties [1].curves [3].Keys [2].Time = Sequence.Duration;

                    break;


                    #endregion 이전데이터

                //< 해당 위치로 강제이동
                case eCutSceneEvent.ImmediatelyMove:
                    CutSceneMgr.CutSceneEventDic[0].transform.position = EventList[i].ActionPos;
                    break;

                //< 이펙트 실행
                case eCutSceneEvent.SpawnEffect:
                    SpawnEffect(EventList[i]);
                    break;

                //< 카메라 쉐이킹
                case eCutSceneEvent.CameraShake:
                    CutSceneMgr.Shake((byte)EventList[i].ActionValue);
                    break;

                //< 보스 UI 출력
                case eCutSceneEvent.ShowRaidBossUI:
                    if (null == UIMgr.GetUI("InGame/BossCutscenePanel"))
                    {
                        UIMgr.Open("InGame/BossCutscenePanel", EventList[i].ActionValue);
                    }
                    break;

                //< 보스 대화 출력
                case eCutSceneEvent.RaidBossTalk:
                    unit = CutSceneMgr.CutSceneEventDic[0].GetComponent <Unit>();
                    G_GameInfo.GameInfo.StartCoroutine(RaidBossTalkUpdate(unit, EventList[i].ActionString));
                    break;

                //< 애니메이션 실행
                case eCutSceneEvent.AnimaionPlay:
                    unit = CutSceneMgr.CutSceneEventDic[(int)EventList[i].ActionValue].GetComponent <Unit>();
                    if (unit != null)
                    {
                        eAnimName aniName = GetAniName(EventList[i].ActionString);
                        unit.PlayAnim(aniName, false, 0.2f, true);

                        //< 해당 애니메이션 플레이 시간을 얻는다.
                        if (aniName != eAnimName.Anim_idle)
                        {
                            EventList[i].ActionDelay = unit.Animator.GetAnimLength(aniName) - 0.2f;
                        }
                    }
                    else
                    {
                        //< 유닛이 없다면 그냥 바로 실행시켜준다.
                        CutSceneMgr.CutSceneEventDic[(int)EventList[i].ActionValue].animation.CrossFade(EventList[i].ActionString, 0.5f);
                    }
                    break;

                //< 플레이 자체는 멈춰둔다.
                case eCutSceneEvent.StopUpdate:
                    CutSceneMgr.seq.Pause();
                    break;

                case eCutSceneEvent.StartUpdate:
                    CutSceneMgr.seq.Play();
                    break;

                //< 페이드 인(밝아지는처리)
                case eCutSceneEvent.SetFadeIn:
                    CutSceneMgr.seq.Pause();
                    yield return(G_GameInfo._GameInfo.StartCoroutine(_CameraFadeEventObj.FadeInUpdate()));

                    CutSceneMgr.seq.Play();

                    //< 스킵버튼 체크한다.
                    SetSkipPanel();
                    break;

                //< 페이드 아웃(어두워지는 처리)
                case eCutSceneEvent.SetFadeOut:
                    if (_CameraFadeEventObj == null)
                    {
                        _CameraFadeEventObj = (Instantiate(Resources.Load("Camera/CameraFadeEvent")) as GameObject).GetComponent <CameraFadeEvent>();
                        _CameraFadeEventObj.transform.parent        = CutSceneMgr.startCamObj.transform;
                        _CameraFadeEventObj.transform.localPosition = new Vector3(0, 0, 1);
                        _CameraFadeEventObj.transform.localRotation = Quaternion.identity;
                    }

                    GameObject panel = UIMgr.GetUI("CutSceneSkipPanel");
                    if (panel != null)
                    {
                        panel.GetComponent <UIBasePanel>().Close();
                    }

                    yield return(G_GameInfo._GameInfo.StartCoroutine(_CameraFadeEventObj.FadeOutUpdate()));

                    break;

                //< 레이드를 위한 기본 카메라 위치 셋팅
                case eCutSceneEvent.SetRaidDefaultPos:
                    CutSceneMgr.startRootObj.transform.position = Vector3.zero;
                    CutSceneMgr.startRootObj.transform.rotation = Quaternion.identity;

                    CutSceneMgr.startCamObj.transform.parent        = CutSceneMgr.startRootObj.transform;
                    CutSceneMgr.startCamObj.transform.localPosition = Vector3.zero;
                    CutSceneMgr.startCamObj.transform.localRotation = Quaternion.identity;
                    break;

                case eCutSceneEvent.SetActive:
                    CutSceneMgr.CutSceneEventDic[(int)EventList[i].ActionValue].SetActive(EventList[i].ActionBool);
                    break;

                case eCutSceneEvent.SetTimeScale:
                    SetTimeScale(EventList[i]);
                    break;
                }

                //< 딜레이동안 대기
                yield return(new WaitForSeconds(EventList[i].ActionDelay));
            }

            yield return(null);
        }