49 lines
1.3 KiB
C#
49 lines
1.3 KiB
C#
using System;
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using UnityEngine;
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public class ShootingTarget : MonoBehaviour
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{
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public int stageIdx, targetIdx;
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public Animation ani;
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private const string Break = "breaking", Broken = "broken", Normal = "normal", Appear = "into";
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public void InitAndPlayAppearAnimation(bool isHit, int stageIdx, int targetIdx)
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{
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this.stageIdx = stageIdx;
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this.targetIdx = targetIdx;
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gameObject.SetActive(!isHit);
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if (!isHit)
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PlayAppear();
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}
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public async System.Threading.Tasks.Task PlayBreakAnimationWithDelay(float delay = 0f)
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{
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await System.Threading.Tasks.Task.Delay(System.TimeSpan.FromSeconds(delay));
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ani.Play(Break);
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await System.Threading.Tasks.Task.Delay(System.TimeSpan.FromSeconds(14f / 60));
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gameObject.SetActive(false);
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}
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public void PlayAppear()
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{
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try{
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ani.Play(Appear);
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}
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catch(Exception e)
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{
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Debug.LogError(e.Message);
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Debug.LogError(e.StackTrace);
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}
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}
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// private void Start()
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// {
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// var enumerator = ani.GetEnumerator();
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// using var d = enumerator as IDisposable;
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// while (enumerator.MoveNext())
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// {
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// Debug.Log(enumerator.Current);
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// }
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// }
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} |