|
|
@@ -111,7 +111,6 @@ public class Character : MonoBehaviour
|
|
|
|
|
|
[Header("״̬ÏÔʾ(ÁÙʱ)")]
|
|
|
public GameObject statePre;
|
|
|
- private GameObject curStateObj;
|
|
|
private TextMeshProUGUI stateText;
|
|
|
private float pastWordTime;
|
|
|
|
|
|
@@ -190,7 +189,6 @@ public class Character : MonoBehaviour
|
|
|
pastWordTime -= Time.deltaTime;
|
|
|
if (pastWordTime <= 0)
|
|
|
{
|
|
|
- curStateObj.SetActive(false);
|
|
|
pastWordTime = 0;
|
|
|
}
|
|
|
}
|
|
|
@@ -308,9 +306,9 @@ public class Character : MonoBehaviour
|
|
|
|
|
|
public void ChangeStateText(CharacterState state)
|
|
|
{
|
|
|
- curStateObj = PoolManager.Instantiate(statePre);
|
|
|
- stateText = curStateObj.GetComponentInChildren<TextMeshProUGUI>();
|
|
|
- curStateObj.transform.position = transform.position + Vector3.up;
|
|
|
+ GameObject obj = PoolManager.Instantiate(statePre);
|
|
|
+ stateText = obj.GetComponentInChildren<TextMeshProUGUI>();
|
|
|
+ obj.transform.position = transform.position + Vector3.up;
|
|
|
pastWordTime += 0.5f;
|
|
|
switch (state)
|
|
|
{
|
|
|
@@ -330,6 +328,6 @@ public class Character : MonoBehaviour
|
|
|
stateText.text = "½©Ö±";
|
|
|
break;
|
|
|
}
|
|
|
- curStateObj.SetActive(true);
|
|
|
+ obj.SetActive(true);
|
|
|
}
|
|
|
}
|