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Red_Ele_Ragdoll.cs
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Red_Ele_Ragdoll.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Red_Ele_Ragdoll : MonoBehaviour, IdamageableStatus<string, int>
{
private SkinnedMeshRenderer mesh;
private Material[] base_material;
void Start()
{
mesh = transform.GetChild(0).transform.GetComponent<SkinnedMeshRenderer>();
base_material = new Material[1] { mesh.material };
}
void Update()
{
}
public IEnumerator Set_Status(string type, float duration)
{
switch (type)
{
case "frost":
mesh.material = Basics.instance.Frost_Status_Mat;
break;
case "air":
Material[] air_material = new Material[2] { base_material[0], Basics.instance.Air_Status_Mat };
mesh.materials = air_material;
break;
case "earth":
mesh.material = Basics.instance.Earth_Status_Mat;
break;
}
yield return new WaitForSeconds(duration);
mesh.materials = base_material;
}
public void Status(string Status_Effect, int duration)
{
StartCoroutine(Set_Status(Status_Effect, duration));
}
public void Damage(float Spell_Damage)
{
}
}