Commit 0e37ba9f authored by 18손재민's avatar 18손재민

Merge remote-tracking branch 'origin/item' into tetris

parents 0f0c42e1 30d83d59
......@@ -93,6 +93,8 @@ public abstract class Enemy : MonoBehaviour {
{
Invisible = true;
animator.SetTrigger("DeadTrigger");
StopCoroutine("OnFire");
GetComponent<SpriteRenderer>().color = Color.white;
return;
}
......@@ -130,6 +132,8 @@ public abstract class Enemy : MonoBehaviour {
{
Invisible = true;
animator.SetTrigger("DeadTrigger");
StopCoroutine("OnFire");
GetComponent<SpriteRenderer>().color = Color.white;
return;
}
......@@ -198,17 +202,26 @@ public abstract class Enemy : MonoBehaviour {
{
fireDuration = duration;
float dotGap = 1.0f;
while(true)
while (true)
{
yield return new WaitForSeconds(dotGap);
for (float timer = 0; timer < dotGap; timer += Time.deltaTime)
{
GetComponent<SpriteRenderer>().color = new Color(1f, 0.5f + 0.5f * timer / dotGap, 0.5f + 0.5f * timer / dotGap);
yield return null;
}
fireDuration -= dotGap;
if (fireDuration < 0.0f) {
if (fireDuration < 0.0f)
{
fireDuration = 0.0f;
break;
}
GetDamaged(lifeStoneManager.lifeStoneRowNum * 0.3f);
EffectManager.Instance.StartNumber(0, gameObject.transform.parent.position, lifeStoneManager.lifeStoneRowNum * 0.3f);
}
debuffState[(int)EnemyDebuffCase.Fire] = DebuffState.Off;
GetComponent<SpriteRenderer>().color = Color.white;
}
IEnumerator ImmuneTimer(EnemyDebuffCase Case, float duration)
......@@ -224,6 +237,7 @@ public abstract class Enemy : MonoBehaviour {
switch (Case)
{
case EnemyDebuffCase.Ice:
GetComponent<SpriteRenderer>().color = Color.white;
StopCoroutine("OnIce");
KnockbackLock = false;
animator.speed = 1.0f;
......
......@@ -59,6 +59,7 @@ public class EnemyAir : Enemy {
protected override IEnumerator OnIce(float duration)
{
GetComponent<SpriteRenderer>().color = new Color(0.5f, 0.5f, 1f);
ChangeVelocityXY(Vector2.zero, new bool[] { });
KnockbackLock = true;
animator.SetTrigger("StunnedTrigger");
......
......@@ -123,6 +123,7 @@ public class EnemyGround : Enemy {
protected override IEnumerator OnIce(float duration)
{
GetComponent<SpriteRenderer>().color = new Color(0.5f, 0.5f, 1f);
ChangeVelocityX(0.0f, new bool[] { });
KnockbackLock = true;
animator.SetTrigger("StunnedTrigger");
......
......@@ -102,6 +102,7 @@ public class PlayerAttack : MonoBehaviour {
if (CheckLongerCombo()) StartCoroutine(SkillEndCoroutine());
else
{
comboTime = originComboTime;
comboArray = "";
StartCoroutine(ComboEndDelay());
StartCoroutine(ComboTextReset());
......
......@@ -19,7 +19,7 @@ public abstract class Item {
public bool ComboAction(string currentCombo)
{
for(int i=0; i<skillNum; i++)
for (int i=0; i<skillNum; i++)
{
if (combo[i].Equals(currentCombo))
{
......@@ -27,6 +27,7 @@ public abstract class Item {
else if (i == 1) PlaySkill2();
else if (i == 2) PlaySkill3();
OtherEffect(currentCombo);
for (int j = 0; j < attachable.Length; j++)
{
......@@ -43,10 +44,7 @@ public abstract class Item {
}
public bool ComboAction(int currenSkill)
{
if (currenSkill == 0) PlaySkill1();
else if (currenSkill == 1) PlaySkill2();
else if (currenSkill == 2) PlaySkill3();
return true;
return ComboAction(combo[currenSkill]);
}
public Item()
{
......
Assets/Sprites/Inventory/addonCell.png

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Assets/Sprites/Inventory/addonCell.png

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Assets/Sprites/Inventory/addonCell.png
Assets/Sprites/Inventory/addonCell.png
Assets/Sprites/Inventory/addonCell.png
Assets/Sprites/Inventory/addonCell.png
  • 2-up
  • Swipe
  • Onion skin
Assets/Sprites/Inventory/itemCell.png

3.11 KB | W: | H:

Assets/Sprites/Inventory/itemCell.png

3.11 KB | W: | H:

Assets/Sprites/Inventory/itemCell.png
Assets/Sprites/Inventory/itemCell.png
Assets/Sprites/Inventory/itemCell.png
Assets/Sprites/Inventory/itemCell.png
  • 2-up
  • Swipe
  • Onion skin
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