232 lines
9.9 KiB
C#
232 lines
9.9 KiB
C#
using System.Collections;
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using UnityEngine;
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namespace TKS
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{
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/// <summary>
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/// 유닛 표시. 아트(Resources/Units/<art>/ 프레임 애니 · UnitArt)가 있으면 스프라이트(아군 = 뒷모습 back_* · 적군 = 앞모습 front_*),
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/// 없으면 도형(몸통 원 + 병종 글자). 공통 = 이름 · HP 바 · 선택/표적 링 · 보스 테두리 · 창병 대기 반경.
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/// </summary>
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public class UnitView : MonoBehaviour
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{
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public static readonly Color PlayerColor = new Color(0.25f, 0.55f, 0.95f);
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public static readonly Color EnemyColor = new Color(0.9f, 0.32f, 0.3f);
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static readonly Color DimColor = new Color(0.3f, 0.3f, 0.32f);
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static readonly Color ArtDimColor = new Color(0.45f, 0.45f, 0.5f);
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static readonly Color ArtHitTint = new Color(1f, 0.45f, 0.45f);
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const float HpBarWidth = 1.0f;
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const float AttackHold = 0.35f;
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const float HitHold = 0.3f;
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Unit unit;
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SpriteRenderer body;
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FrameAnimator anim;
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SpriteRenderer bossRing;
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SpriteRenderer selectRing;
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SpriteRenderer highlightRing;
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SpriteRenderer overwatchArea;
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SpriteRenderer hpBg;
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SpriteRenderer hpFill;
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TextMesh mark;
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TextMesh nameLabel;
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TextMesh badge;
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Color baseColor;
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Coroutine flash;
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bool aiming;
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/// <summary>스프라이트 아트로 그리는가(false = 도형).</summary>
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public bool HasArt
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{
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get { return anim != null; }
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}
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public FrameAnimator Anim
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{
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get { return anim; }
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}
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public void Build(Unit u)
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{
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unit = u;
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foreach (Transform c in transform) Destroy(c.gameObject);
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baseColor = u.Faction == Faction.Player ? PlayerColor : EnemyColor;
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float d = u.Radius * 2f;
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// 창병 대기 반경 표시(창병만 · 발동 중에만 오브젝트 통째로 켬)
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overwatchArea = ProceduralSprites.NewSprite(transform, "OverwatchArea", ProceduralSprites.Circle, new Color(0.3f, 0.65f, 1f, 0.16f), u.Type == UnitType.Spear ? u.AttackRange * 2f : 0f, -6);
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var owRing = ProceduralSprites.NewSprite(overwatchArea.transform, "Ring", ProceduralSprites.Ring, new Color(0.5f, 0.8f, 1f, 0.6f), 1f, -5);
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owRing.transform.localScale = Vector3.one;
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overwatchArea.gameObject.SetActive(false);
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if (u.IsBoss)
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{
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bossRing = ProceduralSprites.NewSprite(transform, "BossRing", ProceduralSprites.Circle, new Color(1f, 0.85f, 0.3f), d + 0.16f, -1);
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}
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body = ProceduralSprites.NewSprite(transform, "Body", ProceduralSprites.Circle, baseColor, d, 0);
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// 아트가 있으면 몸통 원 대신 스프라이트 애니(발 = 원 아래쪽)
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anim = null;
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var art = UnitArt.Load(u.ArtId);
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if (art != null)
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{
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body.enabled = false;
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var ago = new GameObject("Art");
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ago.transform.SetParent(transform, false);
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ago.transform.localPosition = new Vector3(0f, -u.Radius * 0.55f, 0f);
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anim = ago.AddComponent<FrameAnimator>();
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anim.Setup(art, u.ArtHeight, 0);
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anim.SetIdle(ClipName("idle"));
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anim.PlayIdle();
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}
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selectRing = ProceduralSprites.NewSprite(transform, "SelectRing", ProceduralSprites.Ring, new Color(1f, 0.95f, 0.4f), d + 0.28f, 1);
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selectRing.enabled = false;
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highlightRing = ProceduralSprites.NewSprite(transform, "HighlightRing", ProceduralSprites.Ring, new Color(1f, 0.5f, 0.15f), d + 0.28f, 1);
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highlightRing.enabled = false;
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// HP 바 = 도형이면 원 위 · 아트면 머리 위(발 = −0.55 R · 세로 ArtHeight) — 얼굴을 가리지 않게(PD #1081 첨부 캡처)
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float topY = anim != null ? -u.Radius * 0.55f + u.ArtHeight + 0.12f : u.Radius + 0.22f;
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hpBg = ProceduralSprites.NewSprite(transform, "HpBg", ProceduralSprites.Square, new Color(0.08f, 0.08f, 0.08f, 0.9f), 1f, 2);
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hpBg.transform.localPosition = new Vector3(0f, topY, 0f);
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hpBg.transform.localScale = new Vector3(HpBarWidth, 0.12f, 1f);
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hpFill = ProceduralSprites.NewSprite(transform, "HpFill", ProceduralSprites.Square, new Color(0.35f, 0.9f, 0.35f), 1f, 3);
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hpFill.transform.localPosition = hpBg.transform.localPosition;
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hpFill.transform.localScale = new Vector3(HpBarWidth, 0.12f, 1f);
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mark = TextUtil.CreateWorldText(transform, UnitTypeInfo.Mark(u.Type), u.Radius * 1.1f, Color.white, 4);
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if (anim != null) mark.gameObject.SetActive(false); // 아트가 있으면 병종은 이름 옆에
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nameLabel = TextUtil.CreateWorldText(transform, anim != null ? u.DisplayName + "·" + UnitTypeInfo.Mark(u.Type) : u.DisplayName, 0.26f, new Color(0.95f, 0.95f, 0.9f), 4);
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nameLabel.transform.localPosition = new Vector3(0f, -u.Radius - 0.22f, 0f);
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badge = TextUtil.CreateWorldText(transform, "추가 이동", 0.22f, new Color(1f, 0.95f, 0.4f), 5);
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badge.transform.localPosition = new Vector3(0f, topY + 0.24f, 0f);
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badge.gameObject.SetActive(false);
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Refresh();
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}
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/// <summary>보기(아군 = back · 적군 = front)에 맞는 클립 이름. 그 보기에 없으면 다른 보기 → 대기.</summary>
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string ClipName(string suffix)
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{
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string v = unit.Faction == Faction.Player ? "back" : "front";
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string o = unit.Faction == Faction.Player ? "front" : "back";
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if (anim.Has(v + "_" + suffix)) return v + "_" + suffix;
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if (anim.Has(o + "_" + suffix)) return o + "_" + suffix;
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return anim.Has(v + "_idle") ? v + "_idle" : o + "_idle";
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}
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public void Refresh()
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{
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if (unit == null || hpFill == null) return;
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float ratio = unit.MaxHp > 0 ? Mathf.Clamp01((float)unit.Hp / unit.MaxHp) : 0f;
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hpFill.transform.localScale = new Vector3(HpBarWidth * ratio, 0.12f, 1f);
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hpFill.transform.localPosition = new Vector3(-HpBarWidth * 0.5f + HpBarWidth * ratio * 0.5f, hpBg.transform.localPosition.y, 0f);
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hpFill.color = ratio > 0.5f ? new Color(0.35f, 0.9f, 0.35f) : (ratio > 0.25f ? new Color(0.95f, 0.8f, 0.2f) : new Color(0.95f, 0.3f, 0.2f));
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bool dim = unit.Faction == Faction.Player && unit.ActedThisTurn;
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if (flash == null)
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{
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if (anim != null) anim.Renderer.color = dim ? Color.Lerp(Color.white, ArtDimColor, 0.6f) : Color.white;
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else body.color = dim ? Color.Lerp(baseColor, DimColor, 0.6f) : baseColor;
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}
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mark.color = dim ? new Color(1f, 1f, 1f, 0.6f) : Color.white;
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bool ow = unit.Overwatch && unit.Type == UnitType.Spear && unit.IsAlive;
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if (overwatchArea.gameObject.activeSelf != ow) overwatchArea.gameObject.SetActive(ow);
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badge.gameObject.SetActive(unit.BonusMoveAvailable && unit.IsAlive);
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}
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public void SetSelected(bool on)
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{
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if (selectRing != null) selectRing.enabled = on;
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}
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public void SetHighlight(bool on)
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{
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if (highlightRing != null) highlightRing.enabled = on;
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}
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/// <summary>조준(당기는) 중 = 준비 자세 · 끝나면 대기.</summary>
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public void SetAiming(bool on)
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{
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if (anim == null || aiming == on) return;
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aiming = on;
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if (on) anim.Play(ClipName("ready"), true);
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else anim.PlayIdle();
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}
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/// <summary>공격 자세(1 프레임) 잠깐 → 대기.</summary>
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public void PlayAttack()
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{
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if (anim == null || !isActiveAndEnabled) return;
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aiming = false;
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anim.Play(ClipName("action"), false, AttackHold, true);
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}
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/// <summary>승리 동작(앞모습 · 끝 프레임 유지).</summary>
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public void PlayVictory()
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{
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if (anim == null || !isActiveAndEnabled || !unit.IsAlive) return;
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aiming = false;
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anim.Play(ClipName("victory"), false);
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}
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public void OnHit()
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{
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if (!isActiveAndEnabled) return;
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if (flash != null) StopCoroutine(flash);
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flash = StartCoroutine(FlashRoutine());
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}
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IEnumerator FlashRoutine()
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{
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if (anim != null)
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{
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anim.Renderer.color = ArtHitTint;
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if (unit.IsAlive) anim.Play(ClipName("damage"), false, HitHold, true);
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}
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else
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{
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body.color = Color.white;
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}
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float t = 0f;
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while (t < 0.18f)
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{
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t += Time.deltaTime;
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yield return null;
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}
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flash = null;
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Refresh();
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}
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public void PlayDeath()
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{
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if (!isActiveAndEnabled) return;
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StartCoroutine(DeathRoutine());
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}
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IEnumerator DeathRoutine()
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{
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selectRing.enabled = false;
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highlightRing.enabled = false;
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overwatchArea.gameObject.SetActive(false);
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if (anim != null) anim.Play(ClipName("damage"), false, 99f, false);
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float t = 0f;
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const float dur = 0.45f;
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Vector3 s0 = transform.localScale;
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var sr = anim != null ? anim.Renderer : body;
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while (t < dur)
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{
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t += Time.deltaTime;
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float k = Mathf.Clamp01(t / dur);
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transform.localScale = s0 * (1f - 0.5f * k);
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var c = sr.color;
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c.a = 1f - k;
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sr.color = c;
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yield return null;
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}
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unit.gameObject.SetActive(false);
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}
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}
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}
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