using System; using UnityEngine; public class ChargeController : BaseBehaviour { public void ChargeZeroToOne() { this.ChargeOver("Lv0ToLv1", -1, -1); } public void ChargeOneOver() { this.ChargeOver("Lv1ToLv2", 34, 121); } public void ChargeOneOverAir() { this.ChargeOver("Lv1ToLv2Air", 34, 181); } private void ChargeOver(string chargeLevel, int audioID, int effectID) { this.CheckActive(); this.m_skeletonAnim.state.SetAnimation(0, chargeLevel, true); this.m_skeletonAnim.skeleton.SetToSetupPose(); this.m_skeletonAnim.Update(0f); if (effectID != -1) { R.Effect.Generate(effectID, R.Player.Transform, Vector3.zero, default(Vector3), default(Vector3), true); } if (audioID != -1) { R.Audio.PlayEffect(audioID, new Vector3?(base.transform.position)); } } public void CheckActive() { if (!base.gameObject.activeSelf) { base.gameObject.SetActive(true); } } [SerializeField] private SkeletonAnimation m_skeletonAnim; [SerializeField] private SkeletonAnimation baseSkeletonAnim; }