// *********************************************************************** // Assembly : Game // Author : Kimch // Created : 2020-09-02 // Description : // Last Modified By : // Last Modified On : // *********************************************************************** // // // *********************************************************************** using UnityEngine; namespace G { /// /// /// [RequireComponent(typeof(SkillBase))] public class SkillDeathHand : MonoBehaviour { private float _finishDelay = 1.2f; private float _startDelay = 0.4f; private float _currentTime; private Collider _collider; private Renderer _renderer; private bool _dash; private Transform _particle; private EntityMainPlayer _scriptCha; private float _fogDelay = 0.2f; private void Awake() { _collider = this.GetComponent(); _renderer = transform.Find("Model").GetComponent(); _collider.enabled = false; } private void Start() { _renderer.enabled = false; _particle = transform.GetChild(0); _scriptCha = EntityMainPlayer.Instance; } private void Update() { _currentTime += Time.deltaTime; if (_currentTime > _finishDelay) { this.gameObject.SetActive(false); _currentTime = 0f; _collider.enabled = false; _renderer.enabled = false; _dash = false; //_particle.particleEmitter().emit = false; } else if (_currentTime > _startDelay) { if (!_dash) { _dash = true; _scriptCha.AddForwardForce(-20f); _renderer.enabled = true; _collider.enabled = true; //_particle.particleEmitter().emit = true; } if (_fogDelay >= 0.2f) { _scriptCha.scriptEffect.FogOn(1); _fogDelay = 0f; } else { _fogDelay += Time.deltaTime; } } } } }