uc-hoba 8 years ago
commit fde524ed30
  1. 25
      Unity_2018_Frozen/Assets/Frozen/Script/CharacterBehaviour.cs

@ -33,6 +33,9 @@ public class CharacterBehaviour : MonoBehaviour
public float videoStopTime = 1.5f; public float videoStopTime = 1.5f;
private const float checktriggerColliderTime = 0.5f;
private float triggerColliderTimer;
private void Awake() private void Awake()
{ {
m_meshRender = GetComponent<MeshRenderer>(); m_meshRender = GetComponent<MeshRenderer>();
@ -112,7 +115,13 @@ public class CharacterBehaviour : MonoBehaviour
StartCoroutine(PlayOnStart()); StartCoroutine(PlayOnStart());
InitialTouchButton(); InitialTouchButton();
StartCoroutine(RandomPosNoTriggerOther()); StartCoroutine(RandomPosNoTriggerOther());
color = Color.white; color = new Color(1,1,1,0);
StartCoroutine(Sleep());
}
private void OnDisable()
{
} }
IEnumerator PlayOnStart() IEnumerator PlayOnStart()
@ -143,8 +152,19 @@ public class CharacterBehaviour : MonoBehaviour
if (!standby) if (!standby)
CheckPlayFinished(); CheckPlayFinished();
} }
if (isTriggerCollider)
CheckTriggerCollider();
} }
void CheckTriggerCollider()
{
triggerColliderTimer -= Time.deltaTime;
if (triggerColliderTimer <= 0)
isTriggerCollider = false;
}
void UpdateMaterial() void UpdateMaterial()
{ {
mat.mainTexture = currentPlayer.Texture; mat.mainTexture = currentPlayer.Texture;
@ -237,6 +257,7 @@ public class CharacterBehaviour : MonoBehaviour
IEnumerator Sleep() IEnumerator Sleep()
{ {
standby = false;
isSleep = true; isSleep = true;
yield return StartCoroutine(WaitVideoStopTimeFadeOut()); yield return StartCoroutine(WaitVideoStopTimeFadeOut());
yield return new WaitForSeconds(GetDisAppear()); yield return new WaitForSeconds(GetDisAppear());
@ -286,11 +307,13 @@ public class CharacterBehaviour : MonoBehaviour
void OnTriggerStay(Collider other) void OnTriggerStay(Collider other)
{ {
isTriggerCollider = true; isTriggerCollider = true;
triggerColliderTimer = checktriggerColliderTime;
} }
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
isTriggerCollider = true; isTriggerCollider = true;
triggerColliderTimer = checktriggerColliderTime;
} }

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