| | |
| | | |
| | | public void DoRoutineShow() |
| | | { |
| | | m_Shadow.gameObject.SetActive(false); |
| | | m_Platform.transform.localEulerAngles = new Vector3(0, 180, 0); |
| | | m_Platform.ForbidSeconds(m_RoutimeShowAnimation.delay + m_RoutimeShowAnimation.duration); |
| | | CreateRoleManager.Instance.LoadModel(m_Job, (bool ok, UnityEngine.Object @object) => |
| | |
| | | break; |
| | | case EnterPictureType.Stand: |
| | | model.SetActive(true); |
| | | m_Shadow.gameObject.SetActive(true); |
| | | m_Shadow.Cast(model.transform); |
| | | break; |
| | | } |
| | |
| | | if (m_EnterPictureType == EnterPictureType.OutIn) |
| | | { |
| | | model.SetActive(true); |
| | | m_Shadow.Cast(model.transform); |
| | | } |
| | | |
| | | var animator = model.GetComponent<Animator>(); |
| | | animator.Play(m_RoutimeShowAnimation.animation); |
| | | }); |
| | | |
| | | showTimeLine.AddNone(m_RoutimeShowAnimation.delay+0.1f, () => |
| | | { |
| | | if (m_EnterPictureType == EnterPictureType.OutIn) |
| | | { |
| | | m_Shadow.gameObject.SetActive(true); |
| | | m_Shadow.Cast(model.transform); |
| | | } |
| | | }); |
| | | |
| | | foreach (var effect in m_PersistentEffect) |
| | | { |
| | | showTimeLine.AddNone(effect.delay, () => |